Have a bunch of questions. Help me out?

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Rednettle
Posts: 41
Joined: Wed Jun 18, 2014 12:37 am

Have a bunch of questions. Help me out?

Post by Rednettle »

Are we able to push borders into other into minor factions/regimes freely? Do they get angry at all?

It seems odd that 1000 workers are required for an ice mine. Why so many? And why not lots of wells?(not important, just curious)

What are irregular trucks exactly?

What is the symbol on city that looks like a pipe section blasted open?

How do I bring up specific hex's logistics info window?

Do you need to build roads to smaller towns?(not capital of zone)

What does zone city upgrade do?

Why do leaders have zeros in tech/command/interpersonal despite having high value in one to all of the associated stats?

Is there ever a reason to build a domed farm instead of a normal farm if both have equal production(there's good rainfall)? Just for desert/barren/etc planets?

What are private economy (bonus) points?

If you disband unit, do you get the same equipment back? Well specifically if you do not have the tech for it and if you do can you use that equipment to create the same unit somewhere else?

How do you combine units if possible?

Can we assign individual leaders to a unit and if so how?
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Have a bunch of questions. Help me out?

Post by demiare »

1) Yes into minor borders, no into majors. Yes they will be angry and go war eventually.
2) Workers amount are relative ones. 1k per tier-1 is mediocre labor-intensive building.
3) Irregular trucks = civilian ones. So they aren't suited well for military use.
4) Mark for a place of special location - your starting degraded reactor (free power).
5) To bring specific hex's logistics info you should use "traffic signs" order mode (right click on map to pick modes).
6) City without logistic in form of road OR rails (if you have rail stations) are unable to receive AND send resources. So it may starve, you don't get anything from it and have troubles to support troops in that zone. In short - yes, you should have road/rails to each city.

7) City upgrade doing two things:
a) You allowed to upgrade buildings in that zone to next level (USUALLY it's better then build another building)
b) You need more health/security/etc points to keep Quality of Life high in that zone.

8) Leader skills are random. Some of them are narrow specialists like in real life. Dunno why it's look strange to you.
9) No, domed farms are completely inferior to both farms and hydroponics. But they're your only option in early game if your planet isn't pretty like Earth.
10) Private economy bonus increase output of all private buildings, private food and private credits. In short - your civilian economy would be better.
11) Yes, after disbanding unit you will get all sub-units back into your SHQ. Dunno how it will work if you disband it into middle of nowhere - never tested it myself :)
12) You can't combine units, instead your Staff Council develop new formations that mix several types of forces together. No mixing for independent units is possible.
13) No, leaders are not allowed for sub-units and independent units. They are your generals and not less :)
Rednettle
Posts: 41
Joined: Wed Jun 18, 2014 12:37 am

RE: Have a bunch of questions. Help me out?

Post by Rednettle »

ORIGINAL: demiare

1) Yes into minor borders, no into majors. Yes they will be angry and go war eventually.
2) Workers amount are relative ones. 1k per tier-1 is mediocre labor-intensive building.
3) Irregular trucks = civilian ones. So they aren't suited well for military use.
4) Mark for a place of special location - your starting degraded reactor (free power).
5) To bring specific hex's logistics info you should use "traffic signs" order mode (right click on map to pick modes).
6) City without logistic in form of road OR rails (if you have rail stations) are unable to receive AND send resources. So it may starve, you don't get anything from it and have troubles to support troops in that zone. In short - yes, you should have road/rails to each city.

7) City upgrade doing two things:
a) You allowed to upgrade buildings in that zone to next level (USUALLY it's better then build another building)
b) You need more health/security/etc points to keep Quality of Life high in that zone.

8) Leader skills are random. Some of them are narrow specialists like in real life. Dunno why it's look strange to you.
9) No, domed farms are completely inferior to both farms and hydroponics. But they're your only option in early game if your planet isn't pretty like Earth.
10) Private economy bonus increase output of all private buildings, private food and private credits. In short - your civilian economy would be better.
11) Yes, after disbanding unit you will get all sub-units back into your SHQ. Dunno how it will work if you disband it into middle of nowhere - never tested it myself :)
12) You can't combine units, instead your Staff Council develop new formations that mix several types of forces together. No mixing for independent units is possible.
13) No, leaders are not allowed for sub-units and independent units. They are your generals and not less :)

Great, thank you. One more question, how do militia regain their integrity? The manual says they have their own system, so what is it? Oh and also I'm talking about the free folk's towns in a zone, do they need roads?
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Have a bunch of questions. Help me out?

Post by demiare »

ORIGINAL: Rednettle
One more question, how do militia regain their integrity? The manual says they have their own system, so what is it?

Yes they regen their losses. But militia was partially broken in beta6-7 (at least some of their TOE was), unsure if that was fixed in beta8 and no longer have any militia in my too civilized cities [:D] Time for a new game, true, but I'm waiting for latest beta or 1.05.
ORIGINAL: Rednettle
Oh and also I'm talking about the free folk's towns in a zone, do they need roads?
No, they are zone Hex Perks and don't require anything but being inside your borders.
Rednettle
Posts: 41
Joined: Wed Jun 18, 2014 12:37 am

RE: Have a bunch of questions. Help me out?

Post by Rednettle »

ORIGINAL: demiare

Yes they regen their losses. But militia was partially broken in beta6-7 (at least some of their TOE was), unsure if that was fixed in beta8 and no longer have any militia in my too civilized cities [:D] Time for a new game, true, but I'm waiting for latest beta or 1.05.

No, they are zone Hex Perks and don't require anything but being inside your borders.

Thank you. Do you know how militia regen?
Lovenought
Posts: 229
Joined: Mon Aug 21, 2017 3:06 am

RE: Have a bunch of questions. Help me out?

Post by Lovenought »

Technically you can combine units, by making Battlegroups (which I haven't really played around with so I can't say more)

:EDIT:

You can attach independent units to an OHQ, btw if you didn't know. That sort of counts too.
Rednettle
Posts: 41
Joined: Wed Jun 18, 2014 12:37 am

RE: Have a bunch of questions. Help me out?

Post by Rednettle »

ORIGINAL: Lovenought

Technically you can combine units, by making Battlegroups (which I haven't really played around with so I can't say more)

:EDIT:

You can attach independent units to an OHQ, btw if you didn't know. That sort of counts too.

Thank you. :) I haven't gotten far enough in my learning to find out/how to use an OHQ. Or battlegroups.
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Have a bunch of questions. Help me out?

Post by demiare »

ORIGINAL: Rednettle

Do you know how militia regen?

Absolutely not under your control. They build their own replacement forces and send them via your logistics network. How fast they're making reinforcements is depending on zone militancy stat.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: Have a bunch of questions. Help me out?

Post by zgrssd »

ORIGINAL: Rednettle

Are we able to push borders into other into minor factions/regimes freely? Do they get angry at all?

It seems odd that 1000 workers are required for an ice mine. Why so many? And why not lots of wells?(not important, just curious)

What are irregular trucks exactly?

What is the symbol on city that looks like a pipe section blasted open?

How do I bring up specific hex's logistics info window?

Do you need to build roads to smaller towns?(not capital of zone)

What does zone city upgrade do?

Why do leaders have zeros in tech/command/interpersonal despite having high value in one to all of the associated stats?

Is there ever a reason to build a domed farm instead of a normal farm if both have equal production(there's good rainfall)? Just for desert/barren/etc planets?

What are private economy (bonus) points?

If you disband unit, do you get the same equipment back? Well specifically if you do not have the tech for it and if you do can you use that equipment to create the same unit somewhere else?

How do you combine units if possible?

Can we assign individual leaders to a unit and if so how?
1. Major Regimes respect borders between each other by default. Minor and Majors only do so after a peace deal.
2. Unless you play on "barely any population", 1000 is not a lot of workers. That is 1 full Brigade worth of manpower.
3. Irregular means "stuff your militia uses". They can use stuff you got no model for yet. It will be abysmal compared to even your first model, but it is there from the start. Note that Militia does get access to any 30 Turn old military models, but do not expect them to upgrade.
6. Nope. Small towns are hex perks and they do their "thing" without roads. Only Assets (buildings) need roads. They also do not actually consume logistics - they only need it passing through.
7. Buildings are capped to city level (on top of any other applicable limits). However city level is also used as a Divider on Quality of Live Scores, so a higher one can reduce civilisation level wich may or may not be wanted.
8. Under 20 Skill, leaders can only use 5% of the stat per skill Level. Wich can result in 0.
9. If you can use them and you got the water, Open Air farms are generally better. However, temperature can make open air farming a bad idea even on technically habitable planets. And you may not want to spread Agricultural terrain all over the map. You can also build one in a Agricultural terrain type, so they can coexist.
11. Gear and the Troops that use them exist as one indivisible unit. On disbanding a formation, the subunits will go back to the SHQ
13. You can only assign Leaders on the OHQ and SHQ level. Anything below that, falls under unit feats.
Rednettle
Posts: 41
Joined: Wed Jun 18, 2014 12:37 am

RE: Have a bunch of questions. Help me out?

Post by Rednettle »

ORIGINAL: zgrssd

1. Major Regimes respect borders between each other by default. Minor and Majors only do so after a peace deal.
2. Unless you play on "barely any population", 1000 is not a lot of workers. That is 1 full Brigade worth of manpower.
3. Irregular means "stuff your militia uses". They can use stuff you got no model for yet. It will be abysmal compared to even your first model, but it is there from the start. Note that Militia does get access to any 30 Turn old military models, but do not expect them to upgrade.
6. Nope. Small towns are hex perks and they do their "thing" without roads. Only Assets (buildings) need roads. They also do not actually consume logistics - they only need it passing through.
7. Buildings are capped to city level (on top of any other applicable limits). However city level is also used as a Divider on Quality of Live Scores, so a higher one can reduce civilisation level wich may or may not be wanted.
8. Under 20 Skill, leaders can only use 5% of the stat per skill Level. Wich can result in 0.
9. If you can use them and you got the water, Open Air farms are generally better. However, temperature can make open air farming a bad idea even on technically habitable planets. And you may not want to spread Agricultural terrain all over the map. You can also build one in a Agricultural terrain type, so they can coexist.
11. Gear and the Troops that use them exist as one indivisible unit. On disbanding a formation, the subunits will go back to the SHQ
13. You can only assign Leaders on the OHQ and SHQ level. Anything below that, falls under unit feats.
1. Major Regimes respect borders between each other by default. Minor and Majors only do so after a peace deal.
2. Unless you play on "barely any population", 1000 is not a lot of workers. That is 1 full Brigade worth of manpower.
3. Irregular means "stuff your militia uses". They can use stuff you got no model for yet. It will be abysmal compared to even your first model, but it is there from the start. Note that Militia does get access to any 30 Turn old military models, but do not expect them to upgrade.
6. Nope. Small towns are hex perks and they do their "thing" without roads. Only Assets (buildings) need roads. They also do not actually consume logistics - they only need it passing through.
7. Buildings are capped to city level (on top of any other applicable limits). However city level is also used as a Divider on Quality of Live Scores, so a higher one can reduce civilisation level wich may or may not be wanted.
8. Under 20 Skill, leaders can only use 5% of the stat per skill Level. Wich can result in 0.
9. If you can use them and you got the water, Open Air farms are generally better. However, temperature can make open air farming a bad idea even on technically habitable planets. And you may not want to spread Agricultural terrain all over the map. You can also build one in a Agricultural terrain type, so they can coexist.
11. Gear and the Troops that use them exist as one indivisible unit. On disbanding a formation, the subunits will go back to the SHQ
13. You can only assign Leaders on the OHQ and SHQ level. Anything below that, falls under unit feats.

Thank you. :)
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