Serious Trouble

Okay, before I say anything, I'm putting down my embarrasing game specs.

Game:

Difficulty: Normal
Races:
Terran
Drengin
Arcean
Thalan
Altarian
Me
Galaxy: Large
HabitableWorlds: Common
Number of Planets: Uncommon
Number of Stars: Common
Loose Clusters
Technology Rate: Normal
Custom Race:
+5 Diplomacy
+20 Economy
+30 Technology
+10 Morale(Naturally Content)
Technologists
Starting Techs:
Stellar Cartography
Hyperdrive
New Propulsion Techniques
Xeno Research
Xeno Engineering
And I think one more
Year currently: 2229

So, I'm wondering. I've seen some of the things people can do in this game, and in highest difficulty settings. So I'm wondering, how the hell do you do it? I'm having a hard enough time with the Drengins as it is. A Single defender has been wiping out Altarian ships of 5 with ease, mine too. But the point is, I really have a hard time figuring out what people do that I'm screwing up on, I think I make my worlds fairly well managed, keep morale high and taxes at round 30%, I can run at 100% Indutrial Capacity, yet I can't seem to do well, maybe it's the colony rush that kills me because I'm always light-years from good worlds and resources. Otherwise I make good ships, take care in what I trade, try to keep my economy afloat, becareful when I make trade routes to and who I allow, the whole works. So my Question boils down to:

What the hell am I not doing?
24,758 views 46 replies
Reply #1 Top
Some thoughts...

Load your origional colony to 500 B before going off in search of the first planet to colonize.

On normal you should be able to own the colony rush after a few tries. Work on just your start for a few games until you get comfortable. I know some folks, including myself that are still perfecting it. I will rush the tech to impulse as I have colonies built for speed to win the rush. Focus you colonization toward the AI not just in your little area.

Upgrading ships saves you tons of $$$ over the legnth of the game. Turn 1 buy a blank cargo hull for ~450. Turn 2 upgrade to a colony for ~150 (numbers are not percise but close). Compare that to buying a colony outright for ~950. Sure it takes 2 extra turns but you will see the benefit immediately.

Design your own ships.

Design your own ships.

Yes it is that important. Design them to counter the AI. If they have beam atk then build ships with shields. If the are defending against missle then use gun weps. You get the idea.

Get as many anomolies as you can as these add to you $$$ and stats. After impulse get sensors 1. The build probes. Same principle as the colony. Buy blank hull. Upgrade to hull with impulse. Send these guys oyut toward the clusters. After you have sensor 1 upgrade to a survey probe. Set it to auto survey. On a large galaxy I would think 2 of these would do. If you hapen to run across a resource you can upgrade that probe or survey probe to a constructor and take the resource. You can also convert it to a colony ship and take a planet. Good if you find a juicy class 26 but know that planet will suck down credits because its population starts ar 1.

Get some diplomacy techs. You want to stay out of war for as long as possible so you can get your fleets ready. If the AI go below 'cool' relations throw them a tech or two and relations will usually go back up.

To a new player tech trading will be your friend. After a bit you will begin to see what the AI puts more importance on. With high diplomacy you have a better chance of getting a better deal for what you trade.

Building social structures. There is no right way but some are better than others. Alot depends on how you want to play. On homeworld I buy the Manu Cap. then que 3 factories. Every other planet +9 pq I colonize gets 1 econ 2 factory and a star port.

Building freighters after the trade tech will not only help relations but bring in a fair amount of BC. Use of econ starbases to enhance this brings more rewards.

Most importantly, keep playing. The learning curve is fairly shallow after you have a few games in. Look through all of the other threads around here. lots of good stuf in them but be warned you will get thousands of different ideas about how to play. Take what you can use and develpo your own style. Perhaps seek out an Empire to join. It is not requires but greatly increases the fun to be had. I know for sure that the Galactic Diplomats, BC Space Orcas, and HCH are looking for new members.

Happy hunting.
Reply #2 Top
do a search to find a recentish post with the following heading; It's a tough world
I would give you a link to it but i don't know how.

there are some good strategies listed there
Reply #3 Top
The above advice is very good. The game is indeed exponentional. Also, do not forget to set the tax rates and industry rates ASAP. Set tax rate to 50% approval, and make sure your industry spends about -50 BC/day.

I tend to colonize 7-8 planets in a large galaxy and will then focus on social and research for a while. On Normal settings, I can typically break even my economy and start pumping out some defensive ships before the AI deceides it is time to go on the warpath. Make sure you make enough money, and keep researching. Forget about upgrading your research and building techs to high-tech facilities for a while, first you need to be on equal footing in the diplomacy game and preferably ahead in the armsrace. Checkc your opponents for what kind of weapons they have, and configure your ships to counter those. Don't try and make ships that can defend against everything as this is impossible with lower levels of miniaturization: Just build ships that can withstand one kind of damage. If you're a lover of smaller fleets, build a few military starbases on the edge of your empire. A military starbase can add +1 to all offense/defensive even at the lowest levels, and if you have 3 ships with 1 beam each, they suddenly get +3 as a fleet thanks to the starbase. Your military zones will make excellent defensive areas where enemy ships can be destroyed at ease.

Your economy is extremely important. Money makes the galaxy go round. If you develop Photonic Torpedoes, immedeately sell Harpoon I through IV to your opponents... its old tech, they can get it very quick themselves, but they will still pay handsomely.

Good luck ^_^
Reply #4 Top
Upgrading ships saves you tons of $$$ over the legnth of the game. Turn 1 buy a blank cargo hull for ~450. Turn 2 upgrade to a colony for ~150 (numbers are not percise but close). Compare that to buying a colony outright for ~950. Sure it takes 2 extra turns but you will see the benefit immediately.


This is an excellent trick, but it's a bit cheesy that the game allows upgrading outside of a space yard...
Reply #5 Top
This is an excellent trick, but it's a bit cheesy that the game allows upgrading outside of a space yard...



Not realy, the critical factor is the technology. An example.... in Startrek Voyager, Janeway (the captain) appears from the future and provides Voyager with serious upgrades making them almost invunerable to the Borg. They did not stop off at a shipyard to make the upgrades, the critical factor was the technology.
Reply #6 Top
Upgrading ships saves you tons of $$$ over the legnth of the game. Turn 1 buy a blank cargo hull for ~450. Turn 2 upgrade to a colony for ~150 (numbers are not percise but close). Compare that to buying a colony outright for ~950. Sure it takes 2 extra turns but you will see the benefit immediately.


Definite cheese and it has nothing to do with whether you can upgrade at a space station or not. Get real!

Reply #7 Top
Feel free not to use it then. But know that the AI can and will do this. So if its designed this way and something that the AI is capable of then cheese it is not.

And...

If USS Enterprise had to return to a shipyard every time it needed an upgrade or refit we would spend very little time applying warheads to foreheads, which is our job afterall.
Reply #8 Top
Upgrading ships saves you tons of $$$ over the legnth of the game. Turn 1 buy a blank cargo hull for ~450. Turn 2 upgrade to a colony for ~150 (numbers are not percise but close). Compare that to buying a colony outright for ~950. Sure it takes 2 extra turns but you will see the benefit immediately.



Definite cheese and it has nothing to do with whether you can upgrade at a space station or not. Get real!



Upgrading at a starbase or not is a seperate issue, oh dear, what a terrible crime to introduce a seperate issue!! SO WHAT Vogar??.


The problem here is not the upgrading cost but the purchasing cost of a colony ship. So if you want to know what the cheese is, it is In the inflated cost to buy a colony ship outright.

Reply #9 Top
Well, I was torn limb from limb anyway, how'd they get 10 Beam power on a small fighter? Ah, well, it's over, game deleted, might as well start a new one.
Reply #10 Top
how'd they get 10 Beam power on a small fighter?


As you go up the tech tree for weapons the weapons themselves become smaller allowing you to put more on a hull. Add in a bit of miniaturization and it is possible.
Reply #11 Top
Well, I was torn limb from limb anyway, how'd they get 10 Beam power on a small fighter? Ah, well, it's over, game deleted, might as well start a new one.



You could try an experiment... Imagine you were very lucky and started a game with a really good map? Now force find that luck with CNTRL+N!

Get a map where you are near the edge, preferably a corner - very important, you don't want an AI behind you believe me!

Try to get at least a 300 manufacturing bonus on earth, or if you are very determined with CNTRL+N, hold out for a 700 manufacturing bonus. Rush buy a factory on it and then tweak your economic slider bars to produce a colony ship every 2 or 3 turns.

This will kick start your empire nicely, and then when the game gets too easy, simply begin games with a crappy starting map like most non CNTRL+N people do.
Reply #12 Top
applying warheads to foreheads
LOL This would look good on a bumper sticker- "The Terran Alliance: Applying Warheads to Foreheads Since 2225"

Reply #13 Top
bumper sticker- "The Terran Alliance: Applying Warheads to Foreheads Since 2225"




I'll take two.  
Reply #14 Top
Would be cool. The bumpersticker I have has the USS Enterprise logo (same as my avatar)with the warheads on foreheads slogan.
Reply #15 Top
A game is a game. There have been various patches already, and if upgrading was a glitch, it would have been patched. Its not, you pay a lot of cash for an upgrade, even an easy one.
Reply #16 Top
If USS Enterprise had to return to a shipyard every time it needed an upgrade or refit we would spend very little time applying warheads to foreheads, which is our job afterall.


So turning a blank hull to a colony ship in deep space is perfectly believable, eh?   
Refitting one weapon type to a better one (same weapon) is one thing. Getting parts out of nowhere, including *colony modules*, is outright stupid (not intended as an insult).
Reply #17 Top
Not realy, the critical factor is the technology. An example.... in Startrek Voyager, Janeway (the captain) appears from the future and provides Voyager with serious upgrades making them almost invunerable to the Borg. They did not stop off at a shipyard to make the upgrades, the critical factor was the technology.


So you fight cheese with cheese? Time travel? You know the implications of time travel don't you? And those upgrades, they're usually sw or hw refinements, not replacing entire weapon systems or defenses or modules...

So if its designed this way and something that the AI is capable of then cheese it is not.


It's the design that's cheesy

The problem here is not the upgrading cost but the purchasing cost of a colony ship. So if you want to know what the cheese is, it is In the inflated cost to buy a colony ship outright.


Wrong. It's all of it. At least the cost issue has a drawback, as FC mentioned, that's the 2 turn delay.
Reply #18 Top
So you fight cheese with cheese? Time travel? You know the implications of time travel don't you? And those upgrades, they're usually sw or hw refinements, not replacing entire weapon systems or defenses or modules...



I'm talking about the introduction of new technology, however that may happen is irrelevant. Have you even seen 'Voyager'? You wouldn't say that if you saw how dramatic the upgrades were to stop the Borg in the episode i'm talking about.

It's the design that's cheesy


No, wrong term, the term you need is somthing along the lines of 'unrealistic'.

Wrong. It's all of it. At least the cost issue has a drawback, as FC mentioned, that's the 2 turn delay.


The purchasing cost is the problem, you are wrong. To proove my point... ok if you were to buy all the parts of a new car seperately and then assemble it yourself, it would most definately be far more expensive than buying the car outright. Nothing more needs to be said.

Reply #19 Top
I'm talking about the introduction of new technology, however that may happen is irrelevant. Have you even seen 'Voyager'? You wouldn't say that if you saw how dramatic the upgrades were to stop the Borg in the episode i'm talking about.


Yep, I've seen Voyager. And no, it's not irrelevant, not to the point I was making. You want it to be irrelevant, but that's it. The colony ship upgrade, not only is unrealistic, but cheesy - as in, bad design, not "just" unrealistic. If you'd think about it for 2 secs, you'd see there's no technology kind of excuse for this. The car example, it's bogus. Who takes the "parts" to the hull when it is in position? Your ships? Do you have any cargo ships? Do they travel instantaneously to the location? Ok, I'm done.   
Reply #20 Top
Yep, I've seen Voyager. And no, it's not irrelevant, not to the point I was making.



You didn't understand at all... i meant that 'how' the technology was obtained is irrelevant. Time travel or no time travel the Technology is obtained and becomes availabe to use as is what happens in the game.

he colony ship upgrade, not only is unrealistic, but cheesy - as in, bad design, not "just" unrealistic


My understanding of the term 'cheesy' is somthing that gives a player an unballanced advantage against the AI. From your own words, you proove yourself to be wrong.

The car example, it's bogus. Who takes the "parts" to the hull when it is in position? Your ships? Do you have any cargo ships? Do they travel instantaneously to the location? Ok, I'm done.


Funny, you seem to think you have a point that prooves my car analagy wrong? You may as well say i'm wrong because there's a tree outside and a dog walking past!

Reply #21 Top
Getting parts out of nowhere, including *colony modules*, is outright stupid (not intended as an insult).


I hate to add fuel to this fire... but didn't Star Trek have "replicators"? Did they, or did they not, get parts out of mid air?

I think turning a "blank" hull into whatever, is very plausible. Take the Military Hummer for instance. When first created it is a blank hull if you will. It has so many different things it could end up, from an ambulance to a Anti aircraft platform, from a convertible to an armored, T.O.W. missile firing, stump jumper.

Add the technology of being able to create parts from thin air, and any thing is possible. No, maybe not creating an entire colony module but... Lets say the freighter "blank" is carrying several thousand people, (being as big as they are)all they would really have to do is create the things they would need to land on the surface of a world capable of sustaining life... and flourish.

As far as the car is concerned... yes it would cost you more to build it yourself, however, if you bought a new car, sold it piece by piece, you could take that money and buy 2 more.
Reply #22 Top
Umm how about the litoral combat ship. one hull four modules. they can be changed in the middle of the ocean. Granted there has to be another ship present to accomplish this but think of that as the 1-4 week delay.
Reply #23 Top
As far as the car is concerned... yes it would cost you more to build it yourself, however, if you bought a new car, sold it piece by piece, you could take that money and buy 2 more.



Hehehe yea, sad but true. Anyway, the point i was trying to make with the car thing is that it should be cheaper to buy a complete ship than to buy a hull and upgrade.

But it is only a matter of 'realism' and i do not think it really damages the game all that much the way it is.
Reply #24 Top
Think of this:

The blank cargo hull, build it up as a survey vessel, if you send one of those out, find a nice planet, and refit it into a colony ship, it colonizes the planet with a population of 1.

So, I rationalize it this way: starships have to have some sort of emergency environmental habitat survival backup stuff--in the same way that an airplane has parachutes: if the thing goes down, you gotta make sure the people inside can survive wherever they land.

So, taking that idea, a survey vessel that discovers a planet that's colonizable, and tells the home government, who in turn tells the vessel to use their emergency landing equipment to establish a forward base (which, in game terms, means you find a planet with your cargo-hull-survey ship, convert it to a colony ship, and colonize, and you've got crap population).

Even the starships in Star Trek had emergency landing equipment like that, no matter what classification they were. Don't modern day naval ships have basic land survival gear, such as tents and the like?

That's one way to think about it, right? So what if the graphics of the ship don't match up--a ship suddenly pulling a colony module out of nowhere. Use suspension of disbelief and just think of it that way.
Reply #25 Top
The blank cargo hull, build it up as a survey vessel, if you send one of those out, find a nice planet, and refit it into a colony ship, it colonizes the planet with a population of 1.



Na, no good. Theoretically speaking it is reasonable that Colonising a planet is more than landing a ship, it is a way of 'claiming' a planet as your own. The minimum possible number of passangers allowed on a colony ship that is launched from a planet, is the minimum possible population alien civilisations will accept as a true colony(theoretically speaking).