Some beginner questions

Hello all, thanks for taking the time for some newb questions:

1) Can you decomission a colony ship in the orbit of a planet to get the population from the colony ship added to the planet? I keep meaning to check to see if it happens and keep forgetting.

2)Do the movement modifiers from the various military starbase modules stack if the ship is in range (I assume it's the blue circle) of more than 1 starbase with the same modules?

2a) When does the above movement modifier affect a ship? Immediately, or if the ship begins/ends its turn in the bases AOE?

3) Is there a penalty for creating more than 1 trade route to the same planet? I noticed that the routes weren't the same in terms of value, but the freighter I used to create the duplicate route was 3x faster than the first.

3a) Will breaking a trade route have an effect of the relationship of the tradee?

4) Is tourism based solely on population, or do any improvements increase tourism income?

 5) In the last game I played, I had a planet dedicated to manufacturing. I was producing solely the default constructors for 90% of the game, then made a design change to a faster custom constructor that was about 3x more expensive to build.  While building the default constructors, I maxed the planets military production at 95. I changed the build order to the more expensive constructor and the planets military production dropped to 65  (though I didn't notice it for a couple of weeks), causing the build time to be increased to something like 12 weeks from the previous 2, which made the new design something like 18 times more expensive to build! (I could have built 6 of the slower designs in the same timeframe). I made no changes to the domestic order sliders, and didn't change the planets production until AFTER I saw it had dropped. I had to increase military spending quite a bit to get it back to 95, putting a crimp on the research I was doing on the other planets.  Any idea why this happened? My net approval changed about -4% during those couple of weeks, don't know about planetary approval, but it usually hovered at +/- 65%. Population was capped at 22. It APPEARS that the only change I made to this planet was the build order, but I could be wrong. Any ideas?

Thanks!

 

7,910 views 10 replies
Reply #1 Top

1) AFAIC, as soon as you "park" a colonyship in orbit of your planets, everything aboard leaves for the surface - except the Pilot, probably. :borg:

2-- Yes. a) During the turn(s) period where it moves INTO & then out of that zoc.

3) Nope, time of creation matters in that case. a) Certainly, your reputation WOULD suffer.

4) Two key PIs here; Embassy & CulturalExchangeCenter... plus a few more SP & GA.

5) Possibly a new building is draining these MPs or you "focused" the planet (locally, that is) at Social rather than Military production outputs.

Reply #2 Top

Thanks for the quick reply :)

So I guess it WOULD pay to send multiple colonly ships to a new colony to overcome the initial slow growth.

As a follow up, how exactly do troop modules work? I put multiple modules on the same ship, but got the same number of troops as a ship with a single module. Does the ship base size affect the amount of troops as well?

 

Thanks again.

Reply #3 Top

If that's consistent you have a bug - multiple modules *do* add up Indeed, if you're *really* lazy, you can drop multiple troop modules + 1 colony module, and have a dual use ship - - generally by end game you can drop 3-4 billion colonists at once.

Jonnan

Reply #4 Top

Wow, great to know. I've been trying to figure out a decent way to transfer pop.

I just played again from a quicksave of the same game (this is the first game I've used troop modules). I custom built a large size ship with 4 troop modules, 3 warp engines, and as much weaponry/defense as I could fit. When I launched it, it carried 1500 troops with the slider all the way to the right. I launched a medium vanilla transport with 2 warp engines and one module and it also carried 1500 troops.

I discovered that putting a warp engine and a troop module on a small ship gave me 1000 troops, so I just built several 3 ship fleets of those very quickly and did what I needed to do.

~edit~ These are advanced troop modules

Thanks for the reply.

Reply #5 Top

Guys, wait 'til this xcorps_player gets to control some high level miniaturization skills and we'll have multiple Invading maximums parked in some orbit(s) to keep populations from impacting Morale uselessly and ready to deploy if & when necessary.

:beer:

Reply #6 Top

^.^

population has an affect on morale?

 

Reply #7 Top

population has an affect on morale?
End of quote

Very much so. Morale goes down as population increases, and the loss becomes more severe the higher the population gets. It's generally impractical to have planets with more than 20b people on them - you spend too many tiles on morale buildings to keep that many people happy; it's more efficient to have a lower population with fewer morale buildings and more stock markets.

2a) Depends on the modules. Speed modules only have effect when the ship STARTS its turn in the Area of Effect. Weapon/defense modules only work while the ship is in the AoE.

4) Tourism is controlled by influence. As Zyp pointed out, there are buildings you can use to increase your influence, although mining starbases on morale resources are by FAR the most efficient method of boosting influence.

Reply #8 Top

argh, no wonder I can't keep my peoples happy. Time to break out the illudium Q-36 explosive space modulator and trim some fat.

Reply #9 Top

And its only really worth building up population on your income worlds, as the population level does not affect production AFAIK - ready to be corrected on that point if i am wrong.

Reply #10 Top

Weill it IS true that population doesn't add to production. However, every world has tax paying population so in effect they can all be money worlds of some sort just by adding a farm. A single farm fully upgraded will give a popuklation of 13b, adding a lot to the income of that planet.  Also, having more people on pl;anets is good against invasions as well as adding to your influence inthe area. You may want more people on production planets to fill transports, i try not to take people off of my economic capitals.  Just some ideas.  Also, if you play metaverse games, a higher population will mean a higher score.