The
Middle Game
Time to cover
some more advanced features.
First up is
ship design. Let me say that I am IMPRESSED with the automated shipbuilding
option. It does a good job of laying out a credible design quickly.
(This bodes well for the game on two fronts: multiplayer, and the
competence of the AI's in their shipbuilding).
When it comes
to multiplayer, I expect people to be using timed turns, probably
3 to 5 mins per turn tops, for most games. Constructing ships manually
takes a LOT of time. You add some of this, and you run over your
space limit. That that away and add some of that, you've still got
space to fill. Coming up with an optimized design in a short period
of time isn't going to happen. So, on this front, for the time it
takes to click the autobuild button (shown below), after you have
selected the appropriate categories (starship, size, mission category)
you get a solid return. Considering how quickly new techs come in,
it's largely better to automate designs and obsolete old ones than
it is to spend a ton of time optimizing each design.
Now, sometimes
you tell it you want a carrier, and it still gives you a ship with
mostly guns on it. So it ain't perfect. Still not a bad idea to
autobuild, remove the pieces you don't want, and add the ones you
do, rather than build from scratch.
Overall, I'm
pleased with the options on shipbuilding, and the overall results.
If you specialize your ship designs (carriers with mostly fighters,
long range attack ships with only your best gun mounted on your
best weapon pod, missile ships with all missiles) you can SEE the
relative effectiveness of these weapons in combat fairly easily.
If you try to make Jack of All Trades ship designs, you'll be sure
to produce Masters of None. If you follow me. You balance out your
fleets by combining ship types in a task force if you need one TF
to do the whole job (small duty), or best is to have specialized
TF's and combine several TF's with different missions and behavior.
Now ground troops. There are four steps to launching an invasion
fleet.
1) Select an
eligible world to deploy the forces, preferably your closest Mob
(Mobilization Center) to the target.
2) Create the
ground force.
3) Create the
troop fleet and deploy.
4) Next turn,
you can order the fleet to move toward its destination system.
You must complete
1-3 in a single move, or you have to start over.
Here's step
one, for me to invade the Wolf system, two systems NE of my base
at Cador.
Obviously, you
click Create Gropos (ground pounders).
Next, you MUST select a type, size, and quality. Depending on your
choices, there are some rules your new force must comply with. These
are listed to the right, and any you are NOT currently in compliance
with will be shown in red. You must turn all rules to black before
you can deploy, or else select a different force type.
If you click
Autobuild, the game will make a force for you. If it can. If you
don't have the units to meet the rules for the type you selected,
it will inform you. If you do, it will create a force.
As with ship
design, you can now micromanage the suggested force design, removing
some units, adding others, if you wish.
Step Three, you must assemble a transport fleet. You MUST have sufficient
troop-carriers to move your whole force or you will have to cancel
and start over. You MUST be able to assemble a legal task force
of a size large enough to accomodate your whole force, or you have
to start over.
Each troop
ship carries 4 units. (You can design new troops ships, too, if
you wish). Here you see I have only five, that's not enough to carry
the force I created, so all these parts go back into the reserve
pool and nothing happens. I can try again with a smaller force if
I wish.
The only painful
part is knowing what all pieces you need, in advance, to meet all
the rules. You can always make smaller forces with less complex
rules, but eventually it will be important to know how to assemble
the largest types of TF's.
Now for Ship TF's.
You make these
in a similar way. They have slightly different rules, depending
on the mission type for the TF.
The biggest
headache for me in Chapter Three is: HOW THE HELL DO I MAKE A PICKET
SHIP?
There are three
categories of ships: core, escort, picket. To make anything over
a medium TF, you MUST have some picket ships. Well, I made about
60 tiny ships, thinking these would automatically qualify as pickets,
only to learn they did not. So... I have some experimenting to do
yet. In the mean time, my TF's are limited to 7 ships max.
I did learn
that you can click and drag units from category to category, IF
they are eligible for multiple duty. In the shots below, you see
me moving a ship from core to escort.
Again, these
categories are important mainly for just being ALLOWED to make the
larger fleets. Also, these settings affect the position of the ships,
so there may be tactical implications as well.
Again, the Autobuild option is highly capable. I suggest you use
it. It will let you know in one click if you can make a legal TF
of the size you want. Then you can micromanage the individual ships
and assignments if you wish.
Now for some
advanced planetary management.
The Planet Button
at the bottom is very useful. You check Owned Worlds, select Sort
Primary by Population, then scroll to the bottom of the list, to
see all your low-population worlds (the newest ones). Then you can
click on the bottom one, and go quickly backward up the list with
Civ-City-Screen-Style scroll buttons on the individual planet screen.
Here's a shot
of my four newest worlds ~T130.
The newest
is a conquered Silicoid world. There's an Alkari world in there,
too, and that's the only one without the blue dot next to the teraform
rating on the left. The blue dot signifies Migration set to ON for
that world. I am not migrating to the Alkari world so that more
of its people will be Alkari, even though that means slower growth
there.
Basically, you
want migration ON in almost every instance for new worlds. Turn
it OFF once a world gets close to half its max population. This
can also be done quickly from this "sorted by population"
planet listing.
For Military Build Queue management (very important to the gameplay!)
you can click the Owned Worlds filter on, then Sort Primary by Industry.
Your best producers will be at the top, and when you cycle through
using the scroll buttons at the planet level, it will use the Sorting
you have chosen, so you can go through your best producing planets
bam-bam-bam and get it all done fairly quickly, with few wasted
clicks.
Here's my best
four producers in my first game:
Note the blue
hammer shows the industry totals.
So you sort
by Industry, double click on the top planet, you go to the planet
level. There you click the economy button (shown below with the
pink circle) to get access to the Military Queue, where you can
check on your current projects and make any changes.
Also, you have
to keep an eye on the Military vs Economic sliders. If your military
queue has "gone light" because all the big projects completed,
and the Viceroy chose to add small projects to the list, for which
your alloted military budget was actually TOO MUCH, the leftover
gets put down on the Eco slider. And yes, you have to manually put
it back to Military once you set some big projects (battleships,
or packs of smaller ships) or the extra money just goes to waste,
and your stuff builds slower.
Note the yellow
arrow points to the scroll buttons. These buttons are Very Good(TM)
because they tie in with your Planet List sorting. However you have
the main planet listing sorted, THAT sorting is used to determine
the order you are shown planets when using the scroll buttons. This
is enormously helpful. You can pick any option (food, mining, industry,
research, and more) and quickly look through all your best OR worst
worlds in one tight pack with no hassles.
This gets to
be vital if you have upwards of a few dozen planets under your control.
Here you see
me working one of my military queues.
"Gravitar"
is my name for a recent battleship design. I name stuff by function,
to better remember what's what. So this design uses almost all graviton
guns. My system ships are always named "(Something) Defense",
to remind me these are for defense only. My nuclear missile ships
were called Nukem's. My tiny ships were called Gnat Pickets. Hardbeam-equipped
ships were called HB Escort (medium) and HB Picket (small). You
can name your ships whatever you please, but you will have to REMEMBER
what the names are attached to, so choose wisely.
Also note that
you double click an item to get the option to build 5 or 10 of them.
Options that allow bulk manufacture have an arrow next to them.
Options without the arrow tend to be singular planetary systems.
Here's a shot of the victory screen. Check here for your power rating.
Mine's been number one (even ahead of the NO's) since about T90.
Let there be no doubt, the Insecta are among the strongest races
in this game. Population equals power.
Here's a shot
of the regional subpanel from a planet screen. I have found that
this are, where DEA's are managed, CAN be successfully micromanaged
by the player from start to finish, if you wish. That's because
it's a do-once task, for each world. You set the DEA's and the Viceroys
DO NOT overrule any DEA you hand-placed, IF your development policy
is set to Specialized. (I dunno about the other settings, don't
much plan to find out any time soon, either. I'm a Specialized kinda
guy all the way!)
By contrast,
stuff that is Do-Over-and-Over MUST be given to the Viceroys to
handle. This starts with the planetary build queue. Don't touch
it. (You can touch the slider if you have an urgent need, but that's
about it). Think of the Vicerory AI as your spouse, and the PBQ
as "their" personal space. You let them have it if you
want your household to function correctly. The military queue is
yours, though they will take care of it (less efficiently) for you
if you neglect it.
You can let
the Viceroys handle the sliders, too, except when they "steal"
your military budget because you let a turn pass with "nothing
to do" and the Viceroys moves the unused portion to the Eco
slider. You may have to go and get that back.
You CAN let
the viceroys run the military queues too, if you want. Or rather,
you won't NEED to overrule their choices if you do a few specific
things:
* Obsolete any
designs you don't want them to build. This can include scouts and
troop ships, truly obsolete ship designs, and anything you currently
have too many of. (You turn designs obsolete at Shipyard).
* Set at least
a global DevPlan.
* Leave some
DEA's blank so that the Viceroys can meet any unexpected needs,
by using DEA's you leave to their discretion to plug holes. The
balance of your food supply, mineral supply, etc etc will SHIFT
over time, due to new techs coming online, so leaving a bit of flexibility
in there can be wise. The Viceroys WILL pay attention to all the
day-to-day stuff at times when you don't, which is very good. You
can click Next Turn a few times without managing anything when you
want to get that new TF into battle quickly, for example, and skip
the management for a bit and run things only at the top, Emperor-Only
level. You can always go back in later to check up on the Viceroys
and tinker with things if you're not happy with their choices.
Another word about colonization. The AI colonization is VERY good
at continuing successful colonization in the middle game. It's not
good enough (IMO) to trust it right out of the gate, but once you
have all the nearby worlds settled manually, the work to continue
manual settlement goes UP, while the returns for doing so go down.
Any mistakes made can actually cost you time vs the AI handling
it. You CAN still prioritize target worlds by telling it to send
ships to them. It may not send them in the order you would, but
it will send to all the targets you pick, eventually, letting you
reduce your workload a lot but still enjoy some input into the policy.
I can't imagine
NOT turning AI colonization on at some point every game. How soon
is the question.
Finally, some words about Espionage.
* Start on spy
recruitment almost immediately! Your recruitment capacity DOES NOT
increase over time, so you pretty much need to be recruiting spies
nonstop, just to replace the ones that get killed, retire, or die
off. Just keep six alive (one of each type) on home patrol duty
(counterspying) is a challenge.
Maybe some races
will have better results here, I don't know. If they can recruit
faster, that would make an enormous difference!
I only recently
got to try some offensive spying. I had some success, but I also
had a spy caught:
He died the
next turn, without talking. Good fellow. We're going to miss him.
Oh wait, no we're not! We're insects who reproduce so fast, we have
whole planets of expendable hive units. Ah, if only it were so in
the spy realm. Spies are so hard to come by! By the time you train
one, you need him just to plug a counterspy gap left by a now-dead
agent.
Anyhow, I hope these tips and instructions proved useful. Now back
to the game for me!
Thread
posted - 27/02/02
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