Aurora 4x

New Players => The Academy => Topic started by: Starkiller on April 07, 2009, 11:10:00 AM

Title: Need a bit of advice. :)
Post by: Starkiller on April 07, 2009, 11:10:00 AM
Well, while I had hoped for a simple system for my survey fleet's first transit, it was a Trinary, with planets and moon around each of the
three stars. A earth like moon, cold but habitable, orbits a planet around component Proxima-C. So far, no warp points, but locations are
far apart and they are heading to the second location now. Geo Survey has surveyed the first three planets of component Proxima-A, and
they are RICH in minerials, with almost ALL being on each planet. Now the question. What should I do now? Or rather, what would YOU do
in this situation? Should I pack up a colony ship or two and send them to the habitable world? Because it is so earthlike, colonization cost
is zero. I have to admit that the tutorials were great, but now that I'm confronted with a rich system with a habitable planet, I'm not quite
sure what to do next. Heh. :)

(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey.jpg)

Eric
Title: Re: Need a bit of advice. :)
Post by: Beersatron on April 07, 2009, 11:20:13 AM
What is the mineral count and accessibility on the Cost-0 world?

I go for a balance between cost of the colony and how good the mining is going to be.

What I do is:

1. Drop some infrastructure, mines, factorys and colonists on the planet
2. Build jump gates on both sides of the JP
3. Let the civilian ships expand the colony for me with more infrastructure and colonists while I transfer some more mines and factorys
4. Move a commander with mining bonus to the new colony as Governor, if your going to terraform then choose a commander with that as secondary bonus
Title: Re: Need a bit of advice. :)
Post by: Erik L on April 07, 2009, 12:59:16 PM
I'd say "JACKPOT!" and start stripmining. :)
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 07, 2009, 07:44:05 PM
The habitable planet hasn't been surveyed yet. I think I should wait for the geo survey to be completed, as it will take far less time than
the grav survey. Is infrastructure still needed on a zero cost habitable world? BTW, I transited the second WP and found a single star system
with several planets and 3 points marked LP1, LP2, and LP3. What are LP points? Erik, I DID say that. It was rather funny actually, the thrill
I got in finding that habitable moon. :) It's a valuable system, so maybe a military
presence would be wise.

Eric
Title: Re: Need a bit of advice. :)
Post by: Sotak246 on April 07, 2009, 09:48:41 PM
The zero cost shouldn't need infrastructure, just plop down colonists and whatever mines, factories, etc you want.  If you have the colonyships I would follow Beersaton's list, just maybe wait on the buildings till the Geo comes in.  Best bet would be to wait for the Geo on the world to decide what you want to do with it.  Good minerals = mines and factories, poor minerals = research station, groundforces training center for examples.

As for the LPs those are insytem jump points.  They don't require jump engines, they just allow movement between them.  A short cut around the system as it were.

Mark
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 08, 2009, 07:29:47 AM
Quote from: "Starkiller"
Well, while I had hoped for a simple system for my survey fleet's first transit, it was a Trinary, with planets and moon around each of the
three stars. A earth like moon, cold but habitable, orbits a planet around component Proxima-C. So far, no warp points, but locations are
far apart and they are heading to the second location now. Geo Survey has surveyed the first three planets of component Proxima-A, and
they are RICH in minerials, with almost ALL being on each planet. Now the question. What should I do now? Or rather, what would YOU do
in this situation? Should I pack up a colony ship or two and send them to the habitable world? Because it is so earthlike, colonization cost
is zero. I have to admit that the tutorials were great, but now that I'm confronted with a rich system with a habitable planet, I'm not quite
sure what to do next. Heh. :)
The first thing to do is get some colonists to the zero cost planet. You won't need any infrastructure for them as that is only required if the colony cost is greater than zero. Set a colony fleet to pick up from your homeworld, transit into the new system, drop off colonists, transit back to the home system and refuel/resupply/freighter check. Then click the cycle checkbox and the colony fleet will continue to make the same run without any further management. The next stage will depend on the mineral survey. If it has good minerals, especially Duranium, then treat it as a mini-homeworld and put down a mixture of construction factories, mines, etc. Maybe even tow a shipyard to it once it is established. If it is not so good generally for minerals but has plenty of Sorium then mines and fuel harvesters will make it a specialised fuel production facility. With limited minerals, it could serve as a research facility as research labs don't need minerals. Or you could move factories that require specific minerals, such as ordnance factories or fighter factories, and send a freighter with the right minerals. I've done that in the past to take advantage of the manpower.

New colonies grow faster than large ones and use more of their population for manufacturing so moving people to colonies is a good way to increase overall pop growth and the size of the manufacturing sector.

Steve
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 08, 2009, 10:17:27 AM
Thanks all. :)

(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey2.jpg)

I started with construction factories because I can then build what I need, rather than ship it, but since the mineral content isn't too bad,
I'll send some automated mines as well. The survey found ruins on the planet surface. Not to sure what to do about that, so I put a Xenologist
Team together and they are on their way to the planet. Hope that was the right move. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: Cassaralla on April 08, 2009, 10:22:46 AM
Yup the xenologist team was the right move to make.  As for the minerals on that planet you should really only consider the mercassium and vendarite as viable, the accessibilities on the others are far too low to get anything good out of them.  That said, making up and sending a geology team out there might improve things on the minerals side.  Otherwise you're going to be freightering in a lot of minerals to get this colony up and running.
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 08, 2009, 10:29:35 AM
Hmm. A good idea about sending a geologist team, but to get minerals to the colony, would mass drivers work? If I put automated mines on the three
rich planets of Proxima A, and place mass drivers on all three and on the colony, would that be workable in getting needed minerals to the colony?

Eric
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 08, 2009, 10:54:55 AM
Quote from: "Starkiller"
Hmm. A good idea about sending a geologist team, but to get minerals to the colony, would mass drivers work? If I put automated mines on the three
rich planets of Proxima A, and place mass drivers on all three and on the colony, would that be workable in getting needed minerals to the colony?
Yes, that sounds like a very good idea. Don't forget the mass driver on the colony though or unfortunate things will happen when the mineral packets don't get caught in orbit :)

Steve
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 08, 2009, 09:00:31 PM
True. :), how much infrastructure is needed
per population on a hostile planet? Since Mercury and Mars are good, mineral wise, I'd like to place colonies there, but don't know how much
infrastructure to send. Each colony vessel holds 50k colonists (I think). To support 50000 colonists, how much is required? Is it a 1 to 1 ratio?

Eric
Title: Re: Need a bit of advice. :)
Post by: Erik L on April 08, 2009, 09:27:06 PM
1 Mass Driver to catch, 1 on each planet to throw.

Though as a personal habit, I keep one to catch per incoming driver.

As for the infrastructure, it is not 1-1, but I cannot tell you what it is. :(
Title: Re: Need a bit of advice. :)
Post by: welchbloke on April 09, 2009, 05:52:31 AM
Quote from: "Starkiller"
Since Mercury and Mars are good, mineral wise, I'd like to place colonies there, but don't know how much
infrastructure to send. Each colony vessel holds 50k colonists (I think). To support 50000 colonists, how much is required? Is it a 1 to 1 ratio?

Eric
If you are just looking to mine the resources it may be better to place some automated mines on Mercury .  I don't know how habitable Mars is in your game but I tend to find that Mars has some long term potential (Col cost 2.0 and possibility to be terraformed, whilst Mercury is too much hassle for colonists).
Title: Re: Need a bit of advice. :)
Post by: waresky on April 09, 2009, 01:58:00 PM
in some of campaign of mine,from the past,Venus are cost 34+ and when my colonist arrival on planet,the productivy fall to negative number render impossible growth the colony,so am re-dislocated whole colonist and left only automated mines.
Infrastructure number and capability depend on "habitability" the planet..near to 0 more colonist x single infrastructure..
Title: Re: Need a bit of advice. :)
Post by: Erik L on April 09, 2009, 08:14:12 PM
Planets that I strip mine get automated mines and a mass driver or two... Sometimes a governor. That's it.
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 09, 2009, 11:38:50 PM
Well, I have a Gov, automated mines, and a mass driver on Mercury. After all, with THAT temp, I'd hardly recommend it as a vacation spot. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 12:13:33 AM
Hmmm. Interesting. Transited the first WP in Tau Ceti and entered Sigma Draconis, and it has a habitable planet too, though a .48 cost due
to a -88 temp. The third planet also has an oxy-nitro atmosphere but needs some terraforming due to VERY low air pressure. :)
Now another question. How do you guys expand? Do you wait for colonies to become more populated and then expand further, or do you go
out as many transits as your ships can go?

Eric
Title: Re: Need a bit of advice. :)
Post by: Erik L on April 10, 2009, 12:31:37 AM
For me, anything 2.0 or less on cost gets a population. 2.0 to 4.0, it depends on the minerals. Anything else that has a good mineral content is a mining colony. And ruins. Ruins are good too.
Title: Re: Need a bit of advice. :)
Post by: Beersatron on April 10, 2009, 09:02:02 AM
I have wrecked my economy by trying to expand into too many areas. Doing Constructon, Research, Colonisation, Exploration, Ship Building all at the same time at the rate I am trying to do it just stalls everything.

So be careful and do what I didn't do .. make a '5-year plan'!!

Only just recently have I managed to get to a point were my mining and construction are near level. It doesn't help that my Sol is resource poor, 100k duranium on Earth at the start and only a 3/4 other solar bodies with ~100k duranium which requires expensive automated mines to get at.

The system next door to Sol has NPRs/Precursors (for my game) and every time I try to snipe them I get my ass handed to me which wastes even more resources. And because I am pushing to get a big ship into play with strong armour, high speed, high maneuvering and high yield missiles I am diverting from economy, mining and construction projects.

I love it! Although I would be dead by now if the bad guys were able to use the JG into Sol.
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 10:36:46 AM
Well, I'm fortunate that I have not run into Precursers yet. I'm letting the colonies grow with materials mass drivered from other bodies in their
respective systems, while I concentrate on Sol for the moment. I've got, what I think, is a good fleet. Though it is small, don't want to overload
the economy, as I don't know quite how it works yet. Though good is relative. I'm sure the Precursers would show me just how 'good' my ships are,
when I meet them. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 10, 2009, 10:41:53 AM
Quote from: "Erik Luken"
1 Mass Driver to catch, 1 on each planet to throw.

Though as a personal habit, I keep one to catch per incoming driver.

As for the infrastructure, it is not 1-1, but I cannot tell you what it is. :(
The infrastructure required formula is: Population in millions * 100 * ColCost

So for a population of 10 million with col cost 2, the required infrastructure is: 10 x 100 x 2 = 2000

For a population of 15 million with col cost 3.5, the required infrastructure is: 15 x 100 x 3.5 = 5250

For a population of 31.83m and cost cost 1.2342 (my own game), infrastructure is: 31.83 x 100 x 1.2342 = 3928

Steve
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 10, 2009, 10:43:22 AM
Quote from: "Beersatron"
I have wrecked my economy by trying to expand into too many areas. Doing Constructon, Research, Colonisation, Exploration, Ship Building all at the same time at the rate I am trying to do it just stalls everything.

So be careful and do what I didn't do .. make a '5-year plan'!!

Only just recently have I managed to get to a point were my mining and construction are near level. It doesn't help that my Sol is resource poor, 100k duranium on Earth at the start and only a 3/4 other solar bodies with ~100k duranium which requires expensive automated mines to get at.

The system next door to Sol has NPRs/Precursors (for my game) and every time I try to snipe them I get my ass handed to me which wastes even more resources. And because I am pushing to get a big ship into play with strong armour, high speed, high maneuvering and high yield missiles I am diverting from economy, mining and construction projects.

I love it! Although I would be dead by now if the bad guys were able to use the JG into Sol.
It sounds like you are having fun :)

Steve
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 10, 2009, 11:21:38 AM
Quote from: "Starkiller"
Well, I'm fortunate that I have not run into Precursers yet. I'm letting the colonies grow with materials mass drivered from other bodies in their
respective systems, while I concentrate on Sol for the moment. I've got, what I think, is a good fleet. Though it is small, don't want to overload
the economy, as I don't know quite how it works yet. Though good is relative. I'm sure the Precursers would show me just how 'good' my ships are,
when I meet them. :)
The economy can be tricky to manage in Aurora as I wanted to get away from the 'rich get richer' problem common to many 4x games. You can crash even a large Aurora economy if you don't watch out for looming shortages.

Steve
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 12:23:52 PM
I just thought of something, based on something you mentioned earlier on. You mentioned to be sure the colony had a mass driver to 'catch' incoming
mineral packets or unfortunate things could happen. Using that thought, could a mass driver be used as a weapon, if one is feeling particularly Nasty? :)

Eric
Title: Re: Need a bit of advice. :)
Post by: Erik L on April 10, 2009, 12:40:38 PM
Quote from: "Starkiller"
I just thought of something, based on something you mentioned earlier on. You mentioned to be sure the colony had a mass driver to 'catch' incoming
mineral packets or unfortunate things could happen. Using that thought, could a mass driver be used as a weapon, if one is feeling particularly Nasty? :)

Eric

If you dig through either mechanics or bugs, there is a posting where I neglected to have an incoming MD. It was not pretty.
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 10, 2009, 01:29:25 PM
Quote from: "Starkiller"
I just thought of something, based on something you mentioned earlier on. You mentioned to be sure the colony had a mass driver to 'catch' incoming
mineral packets or unfortunate things could happen. Using that thought, could a mass driver be used as a weapon, if one is feeling particularly Nasty? :)
Yes, you can do that. Just ensure you throw as large a packet as possible because it won't take long to build a mass driver at the target :)

Steve
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 02:55:16 PM
Hooo boy! First Tau Ceti with 6 WPs, now Sigma Draconis with 5 WPs. All of a sudden, I feel rather anxious with so few warships. Guess what my
shipyards are doing. :) At least Proxima had only the one to Sol. Steve, did you put closed WPs in Aurora? Should I be paranoid? Heh. Sent survey ships
through 3 of the 5 unexplored points in Tau Ceti. One was a star with no planets, but the other 2 have possiblities. I love oxy-nitro atmospheres that
only need a bit of terraforming to get them breathable, and those two systems have 3 between them. One is so earthlike, it's uncanny. It has a breathable
atmosphere, but a 2 cost factor due to presence of sulphur dioxide. Can't have everything. Just praying I don't run into any nasties, as my navy is getting
rather overstretched until the new construction is completed.

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 03:12:20 PM
(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey3.jpg)

In this pic, you see the WP/JP to Tau Ceti has a red square around it. Anyone know why?

Eric
Title: Re: Need a bit of advice. :)
Post by: Andrew on April 10, 2009, 03:23:58 PM
There is a jump gate at that Jump point. It will be listed with a [JG] after it in your Task Force screen as well
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 10, 2009, 03:40:18 PM
Quote from: "Starkiller"
Hooo boy! First Tau Ceti with 6 WPs, now Sigma Draconis with 5 WPs. All of a sudden, I feel rather anxious with so few warships. Guess what my
shipyards are doing. :) At least Proxima had only the one to Sol. Steve, did you put closed WPs in Aurora? Should I be paranoid? Heh. Sent survey ships
through 3 of the 5 unexplored points in Tau Ceti. One was a star with no planets, but the other 2 have possiblities. I love oxy-nitro atmospheres that
only need a bit of terraforming to get them breathable, and those two systems have 3 between them. One is so earthlike, it's uncanny. It has a breathable
atmosphere, but a 2 cost factor due to presence of sulphur dioxide. Can't have everything. Just praying I don't run into any nasties, as my navy is getting
rather overstretched until the new construction is completed.
Aurora has dormant jump points rather than closed. A dormant jump point can't be detected until a ship has moved through it from the far side. After that point it is detected normally. So from a security point of view, it is possible an alien race could arrive in one of your core systems. Also, if you have a ship close enough to detect a transit, that jump point will become charted even if you didn't know it existed.

Steve
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 10, 2009, 03:43:09 PM
Quote from: "Starkiller"
In this pic, you see the WP/JP to Tau Ceti has a red square around it. Anyone know why?
The red square indicates a jump gate that you didn't build. Your own jump gates will be shown as orange squares. This could be an abandoned ancient jump gate or it could be one built more recently by an active alien race. You can send any ship through a jump gate, even if it doesn't have a jump engine. However, you will need a jump gate on the other side to get back if your probe ship lacks a jump engine.

Steve
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 03:45:33 PM
A Jump Gate?! Please tell me that the game starts with a few jump gated WPs. This system has no planets, but if all WPs start without gates, then
someone has been around, and that kinda freaks me out a bit. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 03:49:23 PM
Crosspost! Thanks, Steve. I think my paranoia just shot up to tech level 7. :)

Greywolf
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 04:11:12 PM
Another question. Terra's Sector Command is at lvl 1 radius 1. How do you change that to increase the lvl and radius. Do you build another one?

Eric
Title: Re: Need a bit of advice. :)
Post by: Sotak246 on April 10, 2009, 07:48:12 PM
For the command radius, research improved command and control, then you can build more command centers expanding your radius.  Then use the sector tab at the top of the system view to add systems to your new sector.

Mark
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 08:01:51 PM
Hmmm. It's not on the research list, so there must be a requirement I haven't yet met. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 08:04:37 PM
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 08:14:03 PM
Ah! The Mass Drivers on the planets of Proxima A are sending a nice steady stream of mineral packets to the colony on the moon of planet 4 of
Proxima C. Steve, I don't know how you did it, but I tip my hat to your programming skills. :) Just need more automated mines on the 3 planets
of Proxima A, and setup mines on the others, to increase the mineral flow. Strangely, Proxima C is the only one of the three stars in this trinary
system that has developed habitable, or terraformable, worlds. ^_-

(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey4.jpg)

Eric
Title: Re: Need a bit of advice. :)
Post by: Erik L on April 10, 2009, 09:18:31 PM
Quote from: "Starkiller"
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric

Each level adds one to the radius. I try to stay with 3-4 jumps, and then build another sector for further expansion. Usually in some nodal system with lots of jp or habitable planets.
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 10, 2009, 09:33:44 PM
That makes sense. I don't need to worry about another sector for a while then. I'm currently three jumps out, with Tau Ceti (one transit from Sol) and
Sigma Draconis (2 transits out from Sol) being major warp nexii, with six and five JPs respectively. My surveyors will be busy for a time. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: sloanjh on April 10, 2009, 09:35:17 PM
Quote from: "Erik Luken"
Quote from: "Starkiller"
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric

Each level adds one to the radius. I try to stay with 3-4 jumps, and then build another sector for further expansion. Usually in some nodal system with lots of jp or habitable planets.

I thought it went roughly like the square root of the number of levels, i.e. 1 level = radius 1, 4 = radius 2, 9 = radius 3, but I also think I remember something a little weird with the counting - I think that you just need to get to level 2 to get radius 2.

John
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 11, 2009, 02:23:40 PM
Is there anywhere in the game, or elsewhere, that tells you what some of the planetary installations do?
I see things like spaceport, financial institution, and Commercial Freight, but have no idea what these
things do.

Eric
Title: Re: Need a bit of advice. :)
Post by: Brian Neumann on April 11, 2009, 03:36:09 PM
For those that haven't been explained.

Financial Centres generate extra wealth

Maintenance Facilities generate the mainenance to put on ships, and if there are enough they keep ships in orbit from running up time on the clock.  (200 tons times the number of facilities for the largest size ship maintained.)

Commercial Freight Facilities let you put in the order que for freighters, colonizers etc the order of freighter maintenance check.  This automatically resets the freighters clock to zero and refills the maintenance on the freighter.  It basically allows you to not have to wory about your freighters falling apart if you can swing them by one of these every couple of years.

Spaceports are being phased out in 4.1, currently if you have a spaceport on two planets not in the same system and the systems are linked by jump gates you can create a trade route.   This is another way to gain wealth.

If you have any other questions I would be happy to help

Brian
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 11, 2009, 11:20:29 PM
Thanks for the info. That could definitely be useful. One thing I'd like to see is a combat simulator associated with the ship design section.
It would be nice if you could test your designs against a computer generated opponent of a selected teck level. This way, you could find weaknesses
in your design before actual combat shows them to you, in a lethal fashion. "QUICK! To the escape pods, Crew!" "Um...WHAT escape pods?" "Oh-oh.."
:)

Eric
Title: Re: Need a bit of advice. :)
Post by: waresky on April 12, 2009, 11:19:30 AM
In first "years" of various Campaigns,ive lost some ships in stupid battles.."Warship" without Guns:)..or without power..or without MAGAZINES..:D
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 12, 2009, 12:42:01 PM
Heh. 4 warp points in the Shaka system. SIGH. That makes 10 unexplored WPs in three systems so far. I wonder if I can rent some survey ships
from Steve's Rigelians. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 12, 2009, 04:44:41 PM
Just sent Deep Survey Alpha into Tau Ceti's last unexplored jump point, 9 more to go in other systems. Um..after the Proxima trinary system, I thought
I could no longer be surprised. I was wrong, VERY wrong. Epsilon Eridani is a Quadrinary and will likely take a LONG time to survey, even for my second
generation survey ships. The distances are mind boggling. If there are aliens in this massive system, I'm going home, pull the blanket over my head, and
hope the bogeyman won't get me. Heh.

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 12, 2009, 05:12:05 PM
The first two stars are in the center, both with an impressive array of planets and asteroids. One of the planets orbiting Eridani C has over 20 moons!
The second two, I had to REALLY zoom out far, just to see them. Fortunately, there are LPs that jump out to the second pair. It's a good thing, as I imagine
it would take YEARS to go from Eridani A or C to Eridani B or D. What an awesome headache...er...I mean, system! :)

(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey5.jpg)

Eric
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 13, 2009, 10:41:34 AM
Centaurus has 7 warp points. SIGH. Sol must be in a major warp nexus in my game. My poor survey crews are getting run ragged. :)

Eric
Title: Re: Need a bit of advice. :)
Post by: SteveAlt on April 13, 2009, 01:25:16 PM
Quote from: "sloanjh"
Quote from: "Erik Luken"
Quote from: "Starkiller"
Scratch that last. I just looked on the completed list, and it was there. So, more centers should expand the radius. What is the general rule
for the number of systems in a sector before starting another sector?

Eric

Each level adds one to the radius. I try to stay with 3-4 jumps, and then build another sector for further expansion. Usually in some nodal system with lots of jp or habitable planets.

I thought it went roughly like the square root of the number of levels, i.e. 1 level = radius 1, 4 = radius 2, 9 = radius 3, but I also think I remember something a little weird with the counting - I think that you just need to get to level 2 to get radius 2.
You have to double the size of the sector command for each increase in radius. So Level 1 = Radius 1, Level 2 = Radius 2, Level 4 = Radius 3, Level 8 = Radius 4, etc.

Steve
Title: Re: Need a bit of advice. :)
Post by: Starkiller on April 19, 2009, 05:59:28 PM
Current Imperial expansion. 19 unexplored warp points! I have six survey squadrons going flat out, and I'm still finding them faster than I can explore
them. :) I think I better stop and do some more colonizing.

(http://i217.photobucket.com/albums/cc304/Greywolf_Starkiller/1-Aurora-survey10.jpg)

Eric