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So, unless you need them (monsters, very close enemy), you're far better off investing early game resources into expansion via colony or native conquest-some of whom have relatively low level defences that a basic destroyer can take down so that might justify the expense.
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ENDLESS SPACE SAVE EDITOR DRIVERS
Plus, Mass Drivers will become obsolete fairly early as enemies research shield technology. Basic hulls are relatively expensive (in part because you can build them with just a shipyard making them easier to build) and have no special abilities, are slow and have a relatively low structure. Yeah, it might've been one of mine, basically in the first few turns you can only build basic hulls with mass drivers. The width of its columns may be adjusted by editing a special section of settings.xml (which is located in FreeOrion's directory of you home/AppData folder). It's awkward to deal with, but I think it's already amazing as it is, lacking only some capacity to "remember"/save its filters. It has a bunch of filter options which are actually quite handy. It does no good for you, and most of the time will be a waste of resources, to try to boost supply in planets/colonies in the core of your empire. by building space elevators, or colonizing tiny/small planets), for colonies in the fringes of your empire.
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That said, they are always counted individually for each colony and they don't accumulate, so you will probably want to boost supply (eg. The meter is not visible by default, you have to expand a section in the planets panel to be able to see it. Supply lines are calculate primarily by counting starlanes jump from the colony they come from. Small caveat: if you spend, in this same hypothetical production/research, 3 turns putting 1 point in it, you will not be able to pour 97 points on it on the 4th turn - the 25/turn limit will still be in place. If you have less than 25 points available in a turn, it will still progress, taking as much points as you have available. That means it will always take at least 4 turns to be produced (or researched), no matter if you already have the 100 points to begin with - it will take only 25 points per turn from your pool. So, you can see something as, say, costing 100 PP (or RP) & 4 turns. Both production and research queues have a cost *and* time requirement. You don't have to build/produce anything extra so they kick in and double, quadruple, etc the boni. The upgrades to Industrial Centers are just techs you research. Some small tips which weren't clear for me my first times around:
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Also, just tweaking some of them will give you what you need, until you learn how to roll your own from scratch. Most premades are good in a bunch of situations. But I'll look around the forum for tips!Ĭheers, and thanks again for an awesome game!īromstarzan wrote:So, rule of thumb: don't use premades? Maybe that's were I got a little confused and what is a reasonable amount of colonies before the switch to agressive/defensive products should take place. Not sure "when" to start production of military ships. I still have very few ships, mostly scouts and colony ships. The ship design is still pretty much unknown territory for me, but I'll look into it eventually. I am now at turn 42 (beginner, 1 AI, cluster) on a new session and keep building my empires platform (thought Turn 42 would have something to do with the answer to the ultimate question? ). make sure no PP goes to waste (red marks)? Or is there a benefit (PP save for next turn) in not using all the PP every turn?Ģ) Is there a screen/window that allows you to see your combined forces in terms of ships/fleets? Or du I simply have to scan the map for every individual fleet in order to view its properties?ģ) Also, can I see what I "have built" on an individual planet? Wanted to confirm that I built, for instance, a shipyard at Matar II, but in the production I can only see what I can build "next time"? 1) Should I alwas try to maximise production, i.e.I do have a couple of questionmarks that I can't straighten out though: I guess that comes from "just playing" the game, gathering a bit of experience and feel for the mechanics. The difficult part is to synthezise the available information into something you can base a decision on. Really appreciate you taking the time to answer a newcomer, although I feel I could probably find much info by searching around.