zgrssd
Posts: 3385
Joined: 6/9/2020 Status: offline
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quote:
Good start: fields not bio-domes; non-aligned terrritory imemediately around my start with several minors (but enough wiggle room to grow stronger before engaging the traders or other minors; and most importantly, a road system already in existence without mountains to have to build roads through. Open Fields can be advantageous - if you got free water and the seasonal temperatures are not too variable. But in those conditions, both are also totally worthless for the traders. Open Farming also terraforms the terrain around into farmland, making it somewhat more defensible - for both sides. Domes have the advantage that they are reliable and fit into the city itself. So, pretty hard to disrupt. Also since you got open farms, very likely your troops lacked the Environmental suits - which are T1 Armor. Road system is nice for supply, as the minors generally do not follow supply rules. quote:
Versus, a bad start: no wiggle room, surrounded by minors on every side (including tough aliens and traders), set near marshes or mountains that make building roads (because none exist) so much more expensive that I struggle to last long enough to just get owned. Every terrain that is hard to build roads through, tends to be a realy good defensive position for infantry. If they have time to entrench. Do not try to dislodge Entrenched Infantry in Ruin hexes, unless you got light tanks or a 6 sided concentric bonus with a single formation. quote:
And, the random events generator just sucks my credits dry with demands, as well as creating continual strife--that can be resolved with lots of credits (that I've spent on machines, troops, and construction). Then, when my governor and a few councilors get peeved, penalties lower food and credits, which angers workers...and this spiral repeats. Increase the Taxes to 30-50% income, depending on difficulty. Maybe add 1 level of Sales Tax. But be carefull, this can limit the growth of hte Private Economy quite a lot. Cut the Soldier Recruitment Bonus and Salary to 0. On decent loyalty, I never needed it. You can try to carefully reduce the worker Salary, to save some money on them. The relationship to Privat Economy Salary and the Tax rate mater for how happy they are with what they pay. If you got issues filling all jobs, you might be too low. Usually safer is to set overproducing industries down to 50 or 25%. No reason to pay more workers then you need. Especially if what htey produce can at best be sold at dumping prices. Rare Metals are worth a lot to sell to trader and you need very little early game. 5+/unit is not a uncommon price. You want to wait a bit until you have some stored so you can sell in bulk for a good price. But not wait so long, that sales from another Zone dropped the trader prices. It is a balancing act. This is the money you use for events. Not much to do against Strong Aliens, that figure out how to counter them. This depends a lot on their specific abilities and overall combat values (which are already worked into those abilities). Some can only be hurt by hard attack, which drastically increases their survivability. However, keep in mind that the AI might overvalue your entrenched infantry and not attack, even if they should be able too.
< Message edited by zgrssd -- 1/10/2022 1:23:30 PM >
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