Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

First game, have a few questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> First game, have a few questions Page: [1]
Login
Message << Older Topic   Newer Topic >>
First game, have a few questions - 10/10/2014 12:39:56 PM   
mvp

 

Posts: 10
Joined: 10/10/2014
Status: offline
Well I have many questions, because this is a great and fairly advanced game. I will just ask two though :)

1. I have found 10 abandoned capital ships. Should i just repair and claim them right away? I ask, because my economy cant really support more ships at the moment, but it seems a poor idea, to let the AI have the ships. Also, is it common to find so many capital ships?

2. Should i build small space ports at all my colonies, because i assume its a good idea to have resources transferred, but its a drain on my economy, which is really really bad.

Finally, i have read that the private sector loans your constructors to build bases... since all mine are set at manual control, i assume they cant build anything? Is that a bad idea? I set it manually, because i noticed the AI started queuing bases i wouldent't have.
I have played for a while and have 4 colonies, but only have around 10 non gas mining stations. Does that seem too low? Except for a few luxury resources i am very well covered in resources.
Post #: 1
RE: First game, have a few questions - 10/10/2014 12:53:19 PM   
Jeeves


Posts: 940
Joined: 9/28/2010
From: Arlington TN U.S.A
Status: offline
Hmm.. Where to start? You should only build about one spaceport per sector if you are building state owned mining ships...

I always use manual control for my constructors. You can build anything you like by selecting the constructor, zooming to the location where you want to build, and right clicking on the location such as a world, asteroid, or even empty space to bring up a menu of things you can build. For the special luxuries loros, korobbia, and zentabia I always build at least ten star bases to mine the resource before I build a regular mine because a regular mine will prevent anything that mines on a world from subsequently being built....

You can build defensive bases at colonies regardless of whether or not you have colonized them, but they can't be upgraded until it's your colony. Your game will progress MUCH faster if independent population worlds you want to acquire get a base with a recreation, medical, and commerce center before you acquire the colony. I say acquire because you will often be conquering rather than colonizing independents. All bases at colonies should be designed to mine resources since the game was changed to allow it, but don't put more than three of each type on the base since there IS a resource extraction rate cap for each base...

Lonnie Courtney Clay


_____________________________

Live long and prosper!

Lonnie Courtney Clay

(in reply to mvp)
Post #: 2
RE: First game, have a few questions - 10/10/2014 1:55:03 PM   
Aeson

 

Posts: 784
Joined: 8/30/2013
Status: offline
quote:

1. I have found 10 abandoned capital ships. Should i just repair and claim them right away? I ask, because my economy cant really support more ships at the moment, but it seems a poor idea, to let the AI have the ships.

If you cannot support them on your current economy, remember that you can always retire them, once fully refurbished, for a one-time cash bonus (scrap immediately) or a one-time research bonus (retire at nearest shipyard). Alternatively, retire elements of your existing fleet and replace them with these, as if it's early enough in the game, these derelicts are likely much more powerful than anything you can field. Another alternative is to repair the ships and gift them to your allies, and a further alternative, if you don't want to waste construction ship time, is to have some elements of your fleet use these vessels for target practice.

You can also build e.g. a mining station in the system to keep an eye on the derelict ships. The computer tends not to make a concerted effort to grab all the ships at once, so you can watch and wait to see if and when a foreign construction ship shows up and then rush out several of your own to grab the majority of the derelicts. You could station a ship or a small fleet in the system to keep an eye out for pirate construction ships, as those occasionally like to repair derelicts and this gives you an excellent opportunity to jump on a valuable vessel that pirate empires often have great difficultly replacing.

I will also add that many of the more experienced players will, when looking for a more challenging game, ignore any damaged derelicts they find and immediately scrap any operational derelicts that fall into their hands, as in the opinion of some, obtaining these kinds of vessels can make the game too easy.

Overall, it's up to you. You know your empire's finances better than we do, and you're the best situated to judge which of the options I've listed suits your purposes.

quote:

Also, is it common to find so many capital ships?

The larger debris fields and strategic reserves tend to have something like this, yes.

quote:

2. Should i build small space ports at all my colonies, because i assume its a good idea to have resources transferred, but its a drain on my economy, which is really really bad.

I would say no. Each colonized planet has its own hidden docking and cargo transfer facilities, so it's not necessary to include a spaceport over every colony to ship resources to and from the colony. You do kind of want a base of some kind with medical and recreational facilities, and perhaps a commerce center and a couple docking bays, over your colonies to gain the approval bonuses (medical and recreational facilities) and the bonus income (commerce center), but a spaceport of any size is more of a combined shipyard and port rather than just being a port, not every world needs a shipyard, and medical and recreational facilities will work just as well from aboard a defensive base orbiting the colony as they will from a spaceport. Jeeves's one per sector suggestion is in my opinion reasonable, though early on I would tend to go in for even fewer, based on where the mines are and how many spaceports my economy can support.

quote:

Finally, i have read that the private sector loans your constructors to build bases... since all mine are set at manual control, i assume they cant build anything? Is that a bad idea? I set it manually, because i noticed the AI started queuing bases i wouldent't have.
I have played for a while and have 4 colonies, but only have around 10 non gas mining stations. Does that seem too low? Except for a few luxury resources i am very well covered in resources.

If you have decent sources of all the strategic and most or all of the luxuries, and the cost per unit of each strategic resource is about 0.8 to 1-ish (which can be checked in the expansion planner, accessible as one of the buttons in the top center section of the screen, below and to the left of the news scroll), you're doing acceptably well on resources. It's best to have a decent array of mines for strategic resources around each shipyard you set up so that the freighters don't usually have to go to the other side of your empire to pick up chromium for the latest construction project, if you can appropriate resource sites near each shipyard location, but it's not absolutely necessary. You might be better off picking up some additional mines simply to avoid issues if a pirate gang or a rival empire swoops in and destroys a mine or two, and as long as your private sector is rich and has reasonably positive cashflow, it's not going to hurt to add another mine or two, though you should also remember that more mines are usually more dispersed mines, which makes it more difficult to adequately defend everything.

As for the private sector paying you for the use of your construction ships when building mining stations: it's true, and they'll do it whether the computer automatically assigns the construction project or if you manually order it up. The private sector will transfer an amount of money equal to the purchase cost of the station to the state at the time the construction ship begins construction of the station.

As far as manual or automated control of the construction ships goes, that's more a question of how much micromanagement do you want to do. Early in the game, it's reasonably worthwhile to tell the computer to mine that asteroid that has 60% lead, 34% iridium, and 20% gold on it rather than going for that 90% lead moon, because getting a source of three strategic resources now is more useful than getting a better source of only one strategic resource, and it's also better to keep the computer from wasting time getting an early luxury resource or two, or a strategic resource with little immediate value. Later in the game, when you have a more established empire with at least a decent core infrastructure around your older colonies, it becomes less worthwhile to make certain that the construction ships are assigned efficiently, though naturally there are still advantages to doing so (avoiding overbuilding in one or two areas and efficiently filling holes in the locally developed resource locations being the main advantages that come to mind). Regardless of the stage of the game, personally managing construction assignments generally improves the efficiency of your construction efforts, but the computer will generally do an adequate, though not excellent, job for you, if left to its own devices. It comes down to how much management you want to do with your construction ships, and if this changes as your empire grows, well, you can always turn automation back on for at least some of the ships. There isn't anything explicitly wrong with either the hands-on or the hands-off approach to managing your construction ships; it's all about where your attention is and how many things you need to keep track of, feel comfortable monitoring, and are interested in managing.

(in reply to Jeeves)
Post #: 3
RE: First game, have a few questions - 10/10/2014 2:29:10 PM   
mvp

 

Posts: 10
Joined: 10/10/2014
Status: offline
Thanks a lot guys, that was a lot of helpful information! Looking forward to play some more later today, and take advantage of this. Have a few spaceports i need to cancel before they are build, and some minor bases to replace them :)

(in reply to Aeson)
Post #: 4
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> First game, have a few questions Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.766