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Posted by: Jorgen_CAB
« on: June 21, 2020, 07:30:37 AM »

I also have 5% survey and that gives me a MUCH better feeling for the vastness of space... I have about 30-40 geo and grav survey vessels that roam around doing their thing. Deployment times have been around 3-6 years roughly depending on design.

But then again I don't rush through the game all that much and I don't mind some micromanagement. I do wish there were a few better conditional orders and conditions to help out though so survey ships could be more or less completely automated. There should be an order like "Refuel, Resupply and Overhaul" for example and conditions like if you exceeded deployment or say 80% of a ships designed maintenance life expectancy. That would make it much easier to automate your survey vessels if you want to do that. To be honest I don't understand why there already are no conditional order of "Refuel and Resupply" as it is. If you do one you might as well do the other while you are in port anyway. I also think that the Overhaul order should ALWAYS try to also refuel and resupply a ship if possible at then end of any Overhaul, there should rather be an order that perhaps don't do that rather than do.

Right now I just allow my ship to go until I get a deployment overextended message, then I just send the ship to the nearest maintenance facility to refuel, resupply and overhaul. It takes a few seconds per ship. As they are designed to be in space for a long time they will never need to get back to refuel or resupply within that time anyway.
Posted by: serger
« on: June 21, 2020, 06:12:38 AM »

More effective at cost of higher micro, which was the previous poster's concern, and reason I didn't go that route as well.
I have no choice really, because I just cannot beleave in ships with more then 3-4 years route in deep space, if it's not some huge generational ship-habitat.
And there is still no auto-orders mechanics in current version to automate survey routes (with auto-return-home) properly.
That's not a huge micro load, comparing to HR (for the sake of the same believability I have to play with additional lower ranks, so my 20yo officers are starting as lieutenants, and I have to promote them all manually, because otherwise the most zealous of them would inevitably end up in flag rank at 25-th birthday, wich I cannot believe at all).
Posted by: Seolferwulf
« on: June 21, 2020, 04:34:31 AM »

I'm using carriers with fighter-sized crafts for surveys.
In the beginning most of the micro came from me needing to learn the new narval interface and messing up in the process.
Posted by: Zincat
« on: June 21, 2020, 04:08:35 AM »

I too am currently a fan of severely reduced survey speed. I feel that it really makes the game feel more "epic", especially considered I also cut down research speed a lot.

No longer I just leap over systems and exploit only the really nice ones.  When you tech is low (which also means your speed is low and your fuel consumption is high) and it takes a long time to survey, even so-so systems become important in the struggle for survival.

I have been using "normal" survey ships though. I have not yet experimented with very small "cutters". It's an interesting idea, I just worry about the micro required XD
Posted by: amram
« on: June 21, 2020, 03:42:41 AM »

Mine, in the contrary, are squads of 1000-ton cutters with 3-year deployment.
They are more effective, especially with asteroid fields.

More effective at cost of higher micro, which was the previous poster's concern, and reason I didn't go that route as well.
Posted by: serger
« on: June 21, 2020, 02:16:38 AM »

Mine, in the contrary, are squads of 1000-ton cutters with 3-year deployment.
They are more effective, especially with asteroid fields.
Posted by: amram
« on: June 20, 2020, 06:20:01 PM »

I gave mine a decade's endurance, on 5% survey speed, and it was enough that they'd roam through a system or two each before they'd have to come back in.  Later on, with phased array survey sensors, they could plow through 5 or 6 systems solo in that same time span.

Made them 10,000 tons initially, shrank as tech improved, one of each sensor, own jump drive as soon as it could be made to fit within 10,000 tons.  Send them to a system, and forget they exist for a few years of game time.
Posted by: Thrake
« on: June 20, 2020, 06:09:58 PM »

I don't know how you can play with that sort of survey speed. I decreased it to 75% as I went for 50% research and terra speed, so that felt like I should decrease survey too, but the survey micro would kill me. Unless you're designing supermassive survey ships with half a century of expected autonomy :)
Posted by: Jorgen_CAB
« on: June 20, 2020, 04:47:10 PM »

Another thing is that if you want to play a more modern unified Earth with say 5-8 billion people or something you can do that now as you can reduce both terraforming, research and survey to very low ratings. This also make researcher admin ratings really matter as you will have allot of labs and will need lots of researchers.

I would like to have a global production value as well but you can make it work if you really want to.
Posted by: Seolferwulf
« on: June 20, 2020, 02:33:23 PM »

Yep, with default pop and research rate all those techs of 1-3 tiers are nothing, no need to have them in the game mechanics at all.
My usual start of campaign - is 50-100m pop and now, with new options in C# version - 10-25% research, survey and terraforming rates.
With this, I feel that every decision is important, every good specialist is important, and that is history I made, not only a story.

The first few tiers of a tech were never put to use in my games either.
Plus I researched everything on my home world.
When a site with a research bonus was found it simply wasn't needed.
In my current game I've cut the research rate to 5% and survey rate to 10%.
It was year ~250 when the first jump point was explored and surveying the systems was actually a struggle.
Now my empire is running out Gallicite...
I wish I had found the thread sooner  ;D
Posted by: serger
« on: June 02, 2020, 12:27:52 AM »

Yep, with default pop and research rate all those techs of 1-3 tiers are nothing, no need to have them in the game mechanics at all.
My usual start of campaign - is 50-100m pop and now, with new options in C# version - 10-25% research, survey and terraforming rates.
With this, I feel that every decision is important, every good specialist is important, and that is history I made, not only a story.
Posted by: liveware
« on: June 01, 2020, 10:33:51 PM »

I wiuld highly recommend that you also increase the minerals of your starting planet in proportion top how much you cut research rate.
++1

I discovered this was necessary the hard way about 250 years into a 'slow' campaign.

Slow research is definitely more fun in my opinion. Makes each new tech much more of a strategic achievement.

I might also suggest a lower starting population to add more interesting build up early on. I started a 10m initial population game recently... it took a while to get anywhere but that was half the fun :-)
Posted by: Gabethebaldandbold
« on: June 01, 2020, 10:18:45 PM »

alright you guys have convinced me, next campaign will be 20% research and even less survey. I will start conventional though, and go into magneto plasma, because otherwise I just cant get a feel for what a decent ship feels like. also main guns will be plasma. I have been having lots of fun using plasma, makes your ground units good much faster.
Posted by: amram
« on: June 01, 2020, 10:01:35 PM »

Certainly was a fun fight.  I was in the midst of a mineral crunch when we met, and didn't have the mass to sit on the jump point and prevent them from entering sol, though I could engage them and clear them out when I noticed them.

I was being very sparing with my mineral runs since all of my critical mining was happening out of system, and I lacked enough ships to escort the freighters - I was making escorted freighter runs to coincide with each time I smashed one of their fleets since I figured there was not likely to be anyone in the system to see me do it.  Was trying to get a salvager out, and had it mostly built to take advantage of all the mineral donations I'd been given, but didn't quite make it in time.

The swarm showed up and kicked my face in, lol.  I had allowed the NPR's to trigger spoilers, and since I was almost on par with the NPR they came through, I figure they watched his fleet enter my system, and followed him in and found me.  I was still licking my wounds from my last NPR fight and kinda got steamrolled.

In any event, I'm sold on the slower research, my default start now is 10% research and 2% survey, and often I don't mess with the mineral count on earth.  The science labs, and decent commanders matter when surveying - as does putting more than one survey module, or more than one ship in the system.
Posted by: sneer
« on: May 29, 2020, 01:38:42 AM »

it is not a loss
it is an interesting game
now you have challenge and good motivation to play ;)