Author Topic: Tips for new players  (Read 59399 times)

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Offline xeryon

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Re: Tips for new players
« Reply #60 on: March 20, 2012, 08:13:41 AM »
I know how you feel.  I felt so low when I engaged my first enemy with a missile fleet only to find I forgot an active sensor.
 

Offline RadioGibbon

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Re: Tips for new players
« Reply #61 on: April 07, 2012, 04:45:18 PM »
I'm trying to establish an infrastructure colony on mercury to get at the 7,000,000 tons of Duranium that will end all my problems, but no one seems to want to want to work in a mine.  I have a dozen mines already set up and about 1. 2 million colonists, but 92% of them are working in Agriculture and Enviromental and the other 8% are in service industries.

Is their a way to get them to switch career paths? Do I need a certain base number of colonists before people start working in the installations I've manually placed and if so what is it?

Thanks in advance.
 

Offline Erik L (OP)

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Re: Tips for new players
« Reply #62 on: April 07, 2012, 04:58:31 PM »
I'm trying to establish an infrastructure colony on mercury to get at the 7,000,000 tons of Duranium that will end all my problems, but no one seems to want to want to work in a mine.  I have a dozen mines already set up and about 1. 2 million colonists, but 92% of them are working in Agriculture and Enviromental and the other 8% are in service industries.

Is their a way to get them to switch career paths? Do I need a certain base number of colonists before people start working in the installations I've manually placed and if so what is it?

Thanks in advance.

Personally I'd start off with 100 or so automines and a mass driver.

In the lower right corner of the status screen for Mars, are any of the values 0%?

Offline Steve Walmsley

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Re: Tips for new players
« Reply #63 on: April 07, 2012, 05:03:20 PM »
I'm trying to establish an infrastructure colony on mercury to get at the 7,000,000 tons of Duranium that will end all my problems, but no one seems to want to want to work in a mine.  I have a dozen mines already set up and about 1. 2 million colonists, but 92% of them are working in Agriculture and Enviromental and the other 8% are in service industries.

Is their a way to get them to switch career paths? Do I need a certain base number of colonists before people start working in the installations I've manually placed and if so what is it?

Thanks in advance.

The percentage in agriculture and environmental is based on 5% plus 5% for every point of colony cost. In other words, if the planet is extremely harsh, most of the population is going to be working on keeping everyone alive. To reduce colony cost you could terraform the planet, or you could put the population in orbital habitats so they don't care about conditions on the surface, or you could use automated mines so you don't need population.

Steve
 

Offline RadioGibbon

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Re: Tips for new players
« Reply #64 on: April 07, 2012, 05:28:22 PM »
Thanks guys,

Manufacturing was at 0%, but I assumed that was because no one was working in manufacturing - I was trying to avoid automines because I'm tightfisted and wanted to recycle the mines I already had (I'm trying to make sure I spend my last 12000 Duranium on things I really need!) However as Steve's advice and my bad math indicate I can run about 2 mines per 1740 infrastructre (not counting service industry bods) I could spend all my remaining Duranium on 6000 Infrastructre and end up with about 8 mines working on Mercury.

Automines ahoy!

Thanks again.
 

Offline Erik L (OP)

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Re: Tips for new players
« Reply #65 on: April 07, 2012, 06:29:25 PM »
Thanks guys,

Manufacturing was at 0%, but I assumed that was because no one was working in manufacturing - I was trying to avoid automines because I'm tightfisted and wanted to recycle the mines I already had (I'm trying to make sure I spend my last 12000 Duranium on things I really need!) However as Steve's advice and my bad math indicate I can run about 2 mines per 1740 infrastructre (not counting service industry bods) I could spend all my remaining Duranium on 6000 Infrastructre and end up with about 8 mines working on Mercury.

Automines ahoy!

Thanks again.
The reasons I suggest automines: you can convert regular mines to them, the free up population for other tasks, they are just as efficient as regular mines, and you can put them on anything except a gas giant :)

Offline CaptnCranky

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Re: Tips for new players
« Reply #66 on: May 23, 2012, 05:48:27 PM »
So I started playing today. . .  and its awesome!

A question tho:

I built my first Task Force of 4 missile destroyers and 4 anti-miss destroyers.  Will the anti-miss destroyers autoprotect my missile destroyers in the same task force or should I put them in some formation and how to do that?

 

Offline Erik L (OP)

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Re: Tips for new players
« Reply #67 on: May 23, 2012, 06:29:02 PM »
So I started playing today. . .  and its awesome!

A question tho:

I built my first Task Force of 4 missile destroyers and 4 anti-miss destroyers.  Will the anti-miss destroyers autoprotect my missile destroyers in the same task force or should I put them in some formation and how to do that?



Hit F8. That brings up the combat screen. From there you assign missiles to launchers and launchers to fire controls. You can also setup your point defense.

Offline Steve Walmsley

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Re: Tips for new players
« Reply #68 on: May 24, 2012, 01:17:19 PM »
So I started playing today. . .  and its awesome!

A question tho:

I built my first Task Force of 4 missile destroyers and 4 anti-miss destroyers.  Will the anti-miss destroyers autoprotect my missile destroyers in the same task force or should I put them in some formation and how to do that?



Once you set up their point defence, the AMM escorts will engage any hostile missiles in range, regardless of which TG they are in or the TG of the target.

Steve
 

Offline MehMuffin

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Re: Tips for new players
« Reply #69 on: May 28, 2012, 09:41:14 AM »
In the new game window, do the starting percentages for wealth and industry affect NPRs? And does the starting population affect them?
 

Offline Erik L (OP)

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Re: Tips for new players
« Reply #70 on: May 28, 2012, 10:44:31 AM »
In the new game window, do the starting percentages for wealth and industry affect NPRs? And does the starting population affect them?

I believe starting NPRs are only affected by your starting population.

Offline MehMuffin

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Re: Tips for new players
« Reply #71 on: May 28, 2012, 04:31:19 PM »
Is there any way to change a empire name once the game has started?
 

Offline TheDeadlyShoe

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Re: Tips for new players
« Reply #72 on: May 28, 2012, 04:52:37 PM »
"rename" in the race details screen, accessible from the 'Empires' dropdown.
 

Offline CaptnCranky

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Re: Tips for new players
« Reply #73 on: May 28, 2012, 06:02:46 PM »
I built an asteroid miner and gave an order to "move to mineral source", why is it not mining anything? I thought it works like an automatic mine. . .

LMNR class Asteroid Miner    60400 tons     1483 Crew     2074. 3 BP      TCS 1208  TH 1500  EM 0
1241 km/s     Armour 1-137     Shields 0-0     Sensors 32/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 21 MSP
Cargo 5000   Cargo Handling Multiplier 40   
Asteroid Miner: 10 module(s) producing 700 tons per mineral per annum

Solid Core Anti-matter Drive E0. 3com (3)    Power 500    Fuel Use 3%    Armour 0    Exp 1%
Fuel Capacity 100 000 Litres    Range 99. 3 billion km   (925 days at full power)

CIWS-1000 (1x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-32 (1)     Sensitivity 32     Detect Signature 1000: 32m km


This ship is classed as a commercial vessel for maintenance purposes
 

Offline ollobrains

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Re: Tips for new players
« Reply #74 on: May 28, 2012, 06:16:39 PM »
Do u need to specify which mineral u want to mine ?