Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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quote:
looks like I've over-powered them slightly since e.g. my frigates have 10+ weapons and sometimes up to 7-8 shields, There's nothing really wrong with that. Also note that this isn't really that far off from the suggestions I made for armament and defense relative to the size of the ship; at 10-30% of the ship's size dedicated to weapons and a further 10-30% of the ship's sized dedicated to defenses, you can expect a size-300 ship to have 30-90 size units of weapons and 30-90 size units of defenses. 8 shields is a bit towards the heavy end of this range, 10+ weapons is in the middle to the upper end (and, if you're using large weapons, perhaps a bit over) this size range, but probably not excessively so. What I gave are loose guidelines which I consider likely to result in an acceptable design (at least by my standards), not anything you have to abide by. In general, as long as your excess reactor output (listed in the ship designer window) is a bit greater than your hyperspeed energy requirement or the sum of your weapon energy use per second and your (cruise or sprint, depending on preference) energy requirement, whichever is higher, and your ships have a cruise speed of at least 10 (approximately the minimum required speed to catch up to a planet when out of fuel; personally, I prefer cruise speeds around 20-30 early on, and might go higher later), you're doing alright on the design front. Your preference, from the information you gave, seems to be more towards heavier warships; the only problem with that is that it's a bit more difficult for heavier warships to catch targets, though they're more capable in a straight fight. quote:
As for making money, I increased the tax on my homeworld from 10% to 20% and that reduced the deficit to about -10k!! After some more tweaking I am now just breaking even. I did notice that the population on my homeworld (16000+) is more than an order of magnitude bigger than my second largest colony (1100+). That sounds like a big difference, am I not letting my colonies grow enough? Personally, I tend to start taxing my colonies when they get to somewhere around 5-10 billion population (i.e. 5000-10000M), and keep the tax rates at a level such that the colony has 15 or more happiness (15 happiness is the minimum happiness level at which the face is a yellow smiley face). This keeps them growing reasonably fast and gets a reasonable amount of money in return for the reduced growth rate. Pushing the tax rate up on the larger, more developed colonies and the homeworld while keeping the tax rates on the smaller, less developed colonies can also help grow the colonies faster, as it tends to encourage emigration from the more heavily taxed worlds to the less heavily taxed worlds. If my cashflow looks good (or if I'm expecting my money situation to be at least reasonably stable due to bonus income), I may also leave even relatively large colonies untaxed for a long time. A decently large homeworld can generally support ~30% taxes, and that plus bonus income can fund the empire for quite some time. Plus, even a relatively small growth rate on a large base population can easily make up for emigration unless emigration occurs at very high rates, and while emigration of a few hundred million people isn't that big of a deal to a colony with ~10 billion people on it (~1% annual population growth will keep the population stable if ~100 million people emigrate from a colony of 10 billion people annually), immigration of a few hundred million people to a colony of a few hundred million to a few billion people is an enormous boost to the colony's growth. quote:
Even with my highly-inexperienced manual ship design and fleet management (both of which I have lots of questions about probably suitable for another thread???) It's your thread, isn't it? Ask away, or if you prefer create a new thread or bring back one of the older threads; I don't think there's been any particularly recent ship design threads, so I don't think anyone will complain too much if you were to create one or use this as one. quote:
I am indeed quite afraid of the "one time" incomes you mentioned, but I feel compelled to keep making more colonies as my closest competitors always keep 2-3 more colonies than me and I can't seem to keep up. If the difference is only a couple colonies and you already have ~10 or more colonies, I wouldn't be too worried about keeping up. Especially if there's a weak neighbor you can absorb to make up the difference when your economy is settled enough to support a war, or if there are one or two empires nearby who look like potential allies (e.g. no "we instinctively dislike you" modifiers, or they have "we like your style of government", or you're sharing a lot of trade; if you acquire a superluxury, you can also trade that with select neighbors to try to curry favor; the occasional gift won't hurt, and it's not a terrible idea to leave your intelligence agents on counterespionage rather than sending them out against other empires). The computer isn't exactly good at war planning and using its assets well, and player-designed ships tend to be qualitatively superior to the computer's designs, though the computer will tend to have more ships (which, to a degree, will make up for the potential qualitative inferiority of the warships and the computer's wartime asset utilization issues).
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