Hello everyone, first post here for a new
addict player of this game. Wall of text and many questions incoming, anyone answering will be greatly appreciated. I tried searching around but with the new version, and some of my questions being particular, I have to start a new topic.
So, I started a "learning game", which was doomed for the beginning of course. I'd like to explain a bit what I did, what went wrong, and ask questions in the meanwhile. This game is now retired, but I want to ask before starting a new one.
The situationConventional start. All three spoiler races active.
Losing is fun after allI reached 2057, 32 years ingame. 26 research labs. Explored about 2 hops away from sol in every direction (except for a system with 9 jump points, I left that alone for now).
Earth colony, about 1 billion people
Luna colony, 80 million people, terraformed
Mars colony, 50 millions people, almost terraformed
A colony in an external system bordering Sol, 18 millions people, terraforming and obviously still destination of colonists
A large number of assorted civilian mining colonies on Sol, all set to buy minerals and zap it to earth through their built in mass drivers
The game is dead due to: all the frakkups I did learning how to play, the dreaded error 6: getmaxpotentialsensorrange, and the continuous interrupts. And here come the first couple of questions.
The interrupts are every 4-6-12 hours. For the past 2 years, I could not get a turn longer than one day, even though I always pick 5 days turns. From the logs, the NPR has a
precursor inhabited system close, and it keeps using it for transit. The
precurors interrupt up to 5 times a day because they keep sensing the new contacts. As far as I can see at least. Bad luck on my part I guess. . .
And here comes in the second problem. Theorically I could use auto turns. BUT. EVERY turn I use, no matter how small, even 30 seconds one, I get the error 6. Which interrupts the auto turns until I click ok. (I read it could be due to too many minerals? I have found aworld with 150 millions duranium. . . )
As such, because of these combined problems the game is dead. Is there anything that can be done to reduce the likeness of this combo in future games?
WealthUnless I had a strange start, I am having problems with wealth. I researched 2 civilian economy expansion techs, and I'm still just barely earning anything. I have about 15 civilian mining complexes and I buy from all them, I am loathe to lose the minerals (which are not infinite) for some wealth. Buying from civilian complexes eats up about 70% of my expenses. Did I get a game with a very high number of civ mines? Or am I doing something wrong? Should I have built 500 financial centers or something? (and a quick question, can I mine/colonize a place where a civ shipping company is also present? or do I need the bomb the civilians first?
)
Dumb civilian shipsSo, I have 2 shipping lines, and while my colonies were in Sol, they were doing fine with helping me ship things around. Fuel is an issue in a conventional start after all. Then I colonized outside of sol, and they're going crazy transporting infrastructure (the trade goods one, not done by me) and colonists there (it's still under 25 millions people). That would be good, except they now completely ignore any contract I propose them. It's a 15 billions km trip for and to, they're always busy doing that. Need I resign myself to wait until that colony reaches 25 millions people and I can set it as stable?
ExplorationAs said, I explored two hops in every direction from Sol. At first I explored the systems immediately adjacent to Sol, then once I started to move out in those, I went one step further. I did so following the rationale that it was better not to move outside of my neighbourhood until I needed it / was ready to. I see no reason to poke a hornet's nest with a big stick while I still have not even begun to seed the potential colonies in the systems I know of. The question is, is this wrong? Should I be more aggressive with exploration? I am kinda afraid to meet spoiler races, but if my modus operandi is wrong I'd like to know.
Ships - non militarySo. . . is there any reason at all to make geo and gravsurvey ships, non combat troop transports, team transport ships, jump gate builders and such as military ships? From what I can see these types of ship (the majority of the ships I made up to now) can safely be commercial ships. They may be a bit bigger/slower, but they use less fuel, require no maintenance/overhaul, are not prone to failures, some of them do not even require shore leave. Due to all these things, they seem clearly superior in all things compared to military ships with the same function. For these design types only, of course. . . .
Ships - militarySo, here's the harshest thing. I had no combat experience this game (which means learning game number 2 will also be doomed from the start). And since it was a learning game, I resolved to actually build military ships once I met someone (though I did research in the meanwhile). Which is probably suicidal, as I just build a few PDCs with missiles to protect earth and that was it. But anyway, the question is: when should I start building a military?
You see I'm kinda a perfectionist, which means I tend to postpone building ships until I have "just another tech which can make it all better". I actually did plan building some ships at some point, but I kept procrastinating till I had better techs. But the question does remain.
Am I supposed to start building some military in the nuclear engines era already? These ships. . . would be really bad as far as speed and range are concerned. Nuclear pulse engines would probably make for better combat ships, ion engines even better. When exactly is considered smart to start building ships for a military, considering the fact I start with conventional tech?
I think that's is for now, any answer will be greatly appreciated. Thanks in advance.