Bingeling
Posts: 5186
Joined: 8/12/2010 Status: offline
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quote:
ORIGINAL: Ghost Matter Can anyone help me with this game? I switched back to Feudalism and back but nothing helps. I'm in the red. 71 K colony revenue. 90K ship and base maintenance 21K troop maintenance 1K fuel cost 6K pirate protection -41K total. A slight negative can be tolerate (resort income, spaceport fees). 41K is not "slight" at this stage. There is a pirate base on one of your colonies. It is not the reason for your troubles, but it does not help... 3K ship maintenance is temporary colony ship maintenance. 9K is 3 defensive bases. Scrap at least two of them. Are those resort bases earning enough to defend their maintenance? Are there visitors at both? As was mentioned research. The potential is 525. You want the modified values for each area to add up to 525 (or a tad more). It is 122 + 342 + 294 = 758. If you (or pirates ;) get rid of two research stations you lose 240 and are almost there (or a tad below). Keep in mind that "too good tech" can also be expensive, more expensive components in ships. A solid number of resource sources in general, but few fuel mines. You are well of, why do you have 6 constructors? Retire 3 of them. (saves some money). Queue up some caslon mines. It is hard to stop pirates on the defensive, it is easier to kill their bases. Wipe pirate bases, get rid of protection deals. Your cruisers does not exactly rock yet, though, but the 1st fleet is large. And getting some ships killed would help the economy, anyways ;-) 1st Fleet has pathetic range. Why? It smells bubble drive. Vostok IX are bubble drive destroyers. You can't afford to retrofit them, though. I go through the military ships, and notice fuel ranges. Those with pathetic range (and not out of fuel) are bubble drive, remove them from the fleet. This leaves 12 ships. Remove the troop transport. That leaves 11. The troop transport could unload at the pirate base colony, and the troops can attack that base. Go to the ship list, sort by fleet. Make sure the non-fleeted ships are automated. I would consider retiring the bubble drive boys, though. 1st fleet, 11 ships 560 firepower. I tell them to move to Pred to gather up. Since they were pretty much gathered, and the pirates should have 1 ship, just attack the base. If they have lots of ship, move to the system rather than attack base, wait for the local ships to arrive, kill them, then attack base... 10 ship survives, many take some damage, repair and refuel and hope that there is fuel... The pirate faction survived, but they still have only 1 ship. This got rid of the protection deal too ;-) The purple to the left have 2 ships and 1 known base to the left. A good next target. When refueled and repaired, attack. Oops, 5 ships survived, and the admiral died. That fleet was rather pathetic anyways . But the pirate base died too (but a bit stronger fleet would not hurt). This is one direction to move. I did none of the saves and just busted a couple of bases. -57k cash, -5k cashflow. The economy solves itself with time, my only saves were getting some ships killed. And pirate protection is down from 6k to 4k. Also, at least one colony ship managed to colonize (and both may have disappeared somehow). Killing any pirate base you see should be top priority. Visit them in the diplomacy screen and peek at their military strength before attacking... You are no longer the pathetic pre-warp empire scared of pirates. The best protection is to chase them away.
< Message edited by Bingeling -- 2/13/2014 10:31:28 AM >
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