I have a few questions.
Posted: Tue Jul 21, 2015 5:56 am
Between reading about the game in various places, watching a couple of youtube videos, and playing around a bit (with automation turned off), I think I have a pretty decent grasp of how most things work. But there are a few lingering questions that I haven't been able to find answers to:
1) Is there a way to "search" the galactic map? Meaning, can I type in a specific (previously explored) star system's name and have the camera move there? I haven't been able to find such a feature, but I think that it'd be really handy.
2) How many passenger compartments should one put on ships and bases? I've done a little bit of simple testing, and it seems like using one baseline Massive Passenger Compartment on a passenger ship means that it'll carry 24000k migrants (and I think 20k tourists?) However, if I increase the number of compartments up to 15, they'll only carry double the migrants of a single compartment - 48000k. Is there a cap on the number of usable compartments, regardless of size? A cap on the total number of migrants? Something else? In some of my earlier games it seems as though I've been massively overbuilding my passenger ships, but I'm not sure just how the cap is determined. (The same can be said for bases, too; I had some huge resort bases built around a few black holes, but the tourist count didn't seem to go all that high; I'm still not sure just how many compartments I should be adding).
3) Does anyone know how multi-racial population caps are calculated? For instance: If a pure Human population and a pure Quameno population each occupy separate-but-identical Ocean worlds, then I believe that the Quameno population will cap at a higher number than the Human one will. But what if some Humans immigrate to the Quameno world? Will they end up taking the place of some Quameno, and drag down the total population cap since they're not as well suited to the planet, thus making it a "worse" colony in the end?
I've been trying to keep my Human population (with a Human Empire) from migrating to a few alien colonies that I have, but setting my primary racial group to "Do Not Accept" on Quameno and Shandar worlds doesn't seem to have any effect. As soon as my private sector started building passenger ships, humans began immigrating to those colonies. While I'd like to have those fledgling alien populations grow, as long as the Humans don't weaken the colonies in the long-run, I guess I'm fine with it.
4) If I set my aforementioned Quameno and Shandar worlds to "Do Not Accept" on alien populations, will the natives that are already there (who begin showing up as "Do Not Accept) continue to grow - just without migrants? I'd like to keep the neighboring Sluken off of my worlds if possible, since I don't trust 'em at all (even though their engines are pretty amazing...)
5) How many Ion Defense components do I need? I've seen conflicting info on this, with some mentions of them being like armor components, while others saying you only need a single unit to get the full benefit.
6) Are the benefits of Way of the Ancients/Darkness, and super weapon technology only available for the first empire to find the right ruins? It seems that way to me, but I'd like to know if it's possible to provide the government type to a friendly civilization (it looks like the super weapon techs are tradeable, with a really huge value attached to them). Also, is it possible to steal the technology for super weapons? In one of my previous games the Zenox found Death Rays, and I wasn't able to get them from any ruins that I found. The technology showed up in the list of things I could steal via espionage, and I ran a lot of missions trying to get it. But, since it doesn't show up in the tech screen, I couldn't tell if I was actually making any progress or not.
7) What's up with pirate strength? I've played several games now on the same settings (pirates set to normal numbers and weak strength, with game difficulty on normal), but they're vastly weaker than usual in my current game. In the last 2-3 games I've played, I've seen quite a few pirate factions end up with strength numbers reaching upwards of 4k-6k, even in the relatively early part of the game. In my current playthrough, however, the strongest pirates seem to be at around 1.2k, with most having strength < 1k. All of the AI empires seem to be fairly weak as well (far behind me, actually), so I don't think it's that they're keeping the pirates in check. Did I just get lucky this game, with the pirates not finding many derelict ships?
And speaking of derelict ships, I'll wrap up my long winded post with this - is there any "trick" to locating them? It's really beneficial to find large/advanced ships early on, particularly when it's a colony ship for an alien race that can colonize worlds that your empire isn't normally able to settle (without much later technology, anyway). Once I get the Gerax Hyperdrive and build a decent handful of scouts, I tend to set each one to explore a full sector (sometimes overlapping, if there are a lot of stars), and if I don't bump right into a derelict ship (or ruin that spawns one), they seem to be very easy to miss.
1) Is there a way to "search" the galactic map? Meaning, can I type in a specific (previously explored) star system's name and have the camera move there? I haven't been able to find such a feature, but I think that it'd be really handy.
2) How many passenger compartments should one put on ships and bases? I've done a little bit of simple testing, and it seems like using one baseline Massive Passenger Compartment on a passenger ship means that it'll carry 24000k migrants (and I think 20k tourists?) However, if I increase the number of compartments up to 15, they'll only carry double the migrants of a single compartment - 48000k. Is there a cap on the number of usable compartments, regardless of size? A cap on the total number of migrants? Something else? In some of my earlier games it seems as though I've been massively overbuilding my passenger ships, but I'm not sure just how the cap is determined. (The same can be said for bases, too; I had some huge resort bases built around a few black holes, but the tourist count didn't seem to go all that high; I'm still not sure just how many compartments I should be adding).
3) Does anyone know how multi-racial population caps are calculated? For instance: If a pure Human population and a pure Quameno population each occupy separate-but-identical Ocean worlds, then I believe that the Quameno population will cap at a higher number than the Human one will. But what if some Humans immigrate to the Quameno world? Will they end up taking the place of some Quameno, and drag down the total population cap since they're not as well suited to the planet, thus making it a "worse" colony in the end?
I've been trying to keep my Human population (with a Human Empire) from migrating to a few alien colonies that I have, but setting my primary racial group to "Do Not Accept" on Quameno and Shandar worlds doesn't seem to have any effect. As soon as my private sector started building passenger ships, humans began immigrating to those colonies. While I'd like to have those fledgling alien populations grow, as long as the Humans don't weaken the colonies in the long-run, I guess I'm fine with it.
4) If I set my aforementioned Quameno and Shandar worlds to "Do Not Accept" on alien populations, will the natives that are already there (who begin showing up as "Do Not Accept) continue to grow - just without migrants? I'd like to keep the neighboring Sluken off of my worlds if possible, since I don't trust 'em at all (even though their engines are pretty amazing...)
5) How many Ion Defense components do I need? I've seen conflicting info on this, with some mentions of them being like armor components, while others saying you only need a single unit to get the full benefit.
6) Are the benefits of Way of the Ancients/Darkness, and super weapon technology only available for the first empire to find the right ruins? It seems that way to me, but I'd like to know if it's possible to provide the government type to a friendly civilization (it looks like the super weapon techs are tradeable, with a really huge value attached to them). Also, is it possible to steal the technology for super weapons? In one of my previous games the Zenox found Death Rays, and I wasn't able to get them from any ruins that I found. The technology showed up in the list of things I could steal via espionage, and I ran a lot of missions trying to get it. But, since it doesn't show up in the tech screen, I couldn't tell if I was actually making any progress or not.
7) What's up with pirate strength? I've played several games now on the same settings (pirates set to normal numbers and weak strength, with game difficulty on normal), but they're vastly weaker than usual in my current game. In the last 2-3 games I've played, I've seen quite a few pirate factions end up with strength numbers reaching upwards of 4k-6k, even in the relatively early part of the game. In my current playthrough, however, the strongest pirates seem to be at around 1.2k, with most having strength < 1k. All of the AI empires seem to be fairly weak as well (far behind me, actually), so I don't think it's that they're keeping the pirates in check. Did I just get lucky this game, with the pirates not finding many derelict ships?
And speaking of derelict ships, I'll wrap up my long winded post with this - is there any "trick" to locating them? It's really beneficial to find large/advanced ships early on, particularly when it's a colony ship for an alien race that can colonize worlds that your empire isn't normally able to settle (without much later technology, anyway). Once I get the Gerax Hyperdrive and build a decent handful of scouts, I tend to set each one to explore a full sector (sometimes overlapping, if there are a lot of stars), and if I don't bump right into a derelict ship (or ruin that spawns one), they seem to be very easy to miss.