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Not quite grocking the Econ system...

Posted: Sun May 08, 2005 5:04 pm
by Uncle_Joe
Hey folks,

I've started up a few games now and I'm starting to get feel for how the game plays. One thing I truly dont understand yet is the slider for ships vs production. I have many times where I can turn it all the way to Production and still produce piles of ships in the same turn. I know that if you have enough RPs to do everything then the slider isnt active, but there are times when I wont get a facility built, and I DO get ships build even if I have the slider all the way to production.

Other times I have ships in the 'red' and if I start moving the slider towards ship production they'll turn 'green', sometimes even if its just a few points (on a 320 point ship)... I've also seen times where I am producing ships/facilities in what appears to be excess of my total RPs anyways. Suffice it to say that I'm not really making heads or tails out of the econ system at this point.

Also, is there a point to skipping around the tech tree? So far it looks like you need just about every gadget at almost every level (there are a few 'improvement' techs that dont seem necessary). But as for everything else, it appears that there is little choice and that you pretty much can just pick 'research all' at each level. Am I missing something here?

Thanx for any help or clarification on the above!

RE: Not quite grocking the Econ system...

Posted: Tue May 10, 2005 3:27 am
by sabre1
I am having a hard time also understanding the nuances of the production screens. I'm also getting kicked around by the easy computer. Of course I'm generally not to good at wargames. I like them, just not good at it. [8|]

I still can't complete the tutorials which crash at the scenario where it teaches you how to fight.

RE: Not quite grocking the Econ system...

Posted: Tue May 10, 2005 4:58 am
by willgamer
I'll take a stab at it, but my only experience is the 1st 9 campaign scenarios:
but there are times when I wont get a facility built, and I DO get ships build even if I have the slider all the way to production.

Is the facility in listed in blue? If so it's population is too low to build the desired facility.
but there are times when I wont get a facility built, and I DO get ships build even if I have the slider all the way to production.

Not sure I understand; only whole ships will be built, so if you finally add enough points to complete it in a turn it switches colors.
I've also seen times where I am producing ships/facilities in what appears to be excess of my total RPs anyways.

Never seen that. There are lots of numbers displayed though, I've picked up a wrong one more than once....
is there a point to skipping around the tech tree

I suppose it depends on how much you want to micromanage. I do, so I think it helps to focus vertically. If possible, go up the tech tree without finishing all the techs for a level. This especially helps to gain access to certain non-weapon techs.

HTH! [:D]

RE: Not quite grocking the Econ system...

Posted: Tue May 10, 2005 5:54 am
by pasternakski
ORIGINAL: willgamer

I'll take a stab at it
Thanks, OJ. You're a cut above the rest.

RE: Not quite grocking the Econ system...

Posted: Tue May 10, 2005 6:11 am
by willgamer
Guess you got the point then; you're so sharp... a cut above the rest.....[:D]

RE: Not quite grocking the Econ system...

Posted: Tue May 10, 2005 4:08 pm
by JosephL
My tip:

Ok: Sliders in the production screen.

Sliders indicate what % of resources you want to dedicate to what item, however, not mentioned is the fact that if you have "left over" resource points it will produce other items.

For instance if you had ships at 100% and no ships in queue it would put 100% of your production in planetary improvements.

As far as RPs exceeding, I think what you are seeing here is you have a pool or RP points, lets say 10,000. When your turn ends you get another 10,000. So while it only shows 10,000 in the production screen the reality is you'll have 20,000 RPs when your turn is over.

Next: Tech tree and winning against the computer.

Here's my tip: Focus on a single ship type, cruisers or destroyers, depending on your race (look around the tech tree for what you think your race will be best at). For instance: Take the Cacti race and focus on destroyers ONLY.

Build a huge fleet of destroyers, nothing but destroyers early on, and as many colony ships as possible.

Next: Pick 1-2 systems for "fleet production." Make these the ONLY systems that build ship yards. Then take your next set of systems and have them build everything BUT shipyards. When you feel you are researching at a good speed make the remainder of your colonies build nothing but industries and maybe defense (if you have spare RPs).

Use your LARGE fleet of weak ships to A) Protect colony ships. B) Scout for enemies. and C) Destroy everything that is threatening you (by combining the fleets until you have 40 or so.

Once you pass multiple fleets of 40-50 destroyers (or I think like 30 cruisers) begin producing dreadnaught and/or supredreadnaught ships. These will help your now massive fleet destroy planets and win battles...

That's the secret to victory! :-) ... at least so far :-)

-Joe

RE: Not quite grocking the Econ system...

Posted: Wed May 11, 2005 5:52 am
by Uncle_Joe
Thanx for the input guys.

After much experimenting, I kind of have a handle on the way it works but there are still a few things that make me shake my head from time to time.

On another note...concerning combat:

Most of my combats seem to be 'all or nothing' affairs with very few battles where both sides take losses. Its led to some pretty one-sided games if someone loses a semi-large battle. Often, they lose their fleet while their opponent loses nothing (or very little). Now granted you can always try and retreat, but I'd kind of like to see SOME losses inflicted here and there.

A few other questions/observations:

1) Is there any way to see your ship's 'drive number' other than opening and looking at the design? On the production screen, it summarizes each classes' firepower and defense at each range, but I dont see where it list the ship's 'combat speed' or whatever it is that determines range. This is also crucial info IMO.

2) Any way to see a fleet's 'combat speed'? The rules mention that range is determined by the average speed of your ships in combat. Does this mean that if I have one DD with a speed of 20 and an SD with a 10, that my 'fleet speed' is 15 for determination of range etc? Again, having this info would be VERY helpful in putting together combat effective task forces.

3) Is there any way to see OPPOSING ships' 'drive numbers'? In the enemy reports screen, I can see the combat stats for any ship that I've killed at least one of. However again, the crucial movement number is missing.

4) For fans of the Honor Harrington universe, this game plays the most like the combat depicted in the novels of any I've ever seen. The fleet and ship types jive really well with the HH grand strategies. One can imagine using this game to play out the Manticore/Haven war quite nicely.

Thanx for any info on the above too!


RE: Not quite grocking the Econ system...

Posted: Wed May 11, 2005 7:15 pm
by willgamer
Most of my combats seem to be 'all or nothing' affairs with very few battles where both sides take losses. Its led to some pretty one-sided games if someone loses a semi-large battle. Often, they lose their fleet while their opponent loses nothing (or very little). Now granted you can always try and retreat, but I'd kind of like to see SOME losses inflicted here and there.

Just finished the 1st campaign. The high point was a huge battle at Sol, involving 50+ ships/side. The survivors were 2 SDs on one side and 6 BCs on the other after many rounds. Sure many battles are one sided, but the ones that aren't can be amazing with different tactical choices for each round.

Afik, on items 1-3, you already have the whole story.
For fans of the Honor Harrington universe, this game plays the most like the combat depicted in the novels of any I've ever seen. The fleet and ship types jive really well with the HH grand strategies. One can imagine using this game to play out the Manticore/Haven war quite nicely.

Oh yeah! Wouldn't the carriers be a nice addition as well..... [8D]

RE: Not quite grocking the Econ system...

Posted: Thu May 12, 2005 12:52 am
by sabre1
Ok I'm going to try the above tips on a enormous random map with 160 turns at tech level 1.

What is the best race to start out with?

Thanks for the tips, I do appreciate any help I can get.

I like the game, I just "bite" at playing it. Of course did I mention I "bite" at all wargames.


RE: Not quite grocking the Econ system...

Posted: Thu May 12, 2005 4:03 am
by JosephL
The Outies are easy to play as... good all around stuff. That or be a "hive expansionist." Just know that as the hive the game becomes more about snowballing production and managing huge fleets of very pathetic ships.

-Joe