Civilization IN SPACE!

Who is leading the score table and how they got so ahead?
 
Most likely New Earth, they are an early game powerhouse with their doubled initial population. However they have lower health and happiness caps and their trait only applies to cities they found themselves. Therefore their best bet is to grow to the highest size they can without getting unhappy citizens while training some Scouts followed by Planetary Defense Ships and Destroyers if they get the tech for them fast enough. After that it´s Colony Ships with the odd Construction Ship thrown in until some happiness resources are connected. Assuming an early switch to Monarchy New Earth will then build all kinds of infrastructure to boost commerce when it needs to grow, while all those little colonies she founded pump out units to defend themselves and the routes to the capital until their happy cap is also reached and they in turn take over training Colony and Construction Ships. A point could also be made for Democracy for the extra happiness of course, although there won´t be much money to rushbuy anything as maintenance will be high, both for units and cities.
At least, that´s how I´d play them.
 
Oh nevermind it´s AstroTech Corporation. They start with an additional tech, Military Academies I think, to compensate that their trait doesn´t give any economic bonuses.

With how slow things are proceeding I have a suggestion to spend time and make the game more balanced: Every turn we share some small tidbit we know about this mod and its mechanics in the thread, so we´re all on the same level once it gets interesting.

I start: Every faction gets +10% Production for a specific Great Wonder, e.g. the Botanical Gardens for New Earth or the Great Rings Park for Paradise.

/Edit: It appears the Tracker is currently bugged, so I sent the save manually to Tigranes.
 
Most likely New Earth, they are an early game powerhouse with their doubled initial population. However they... At least, that´s how I´d play them.

Thanks! I am saving this and will take your advice.



...With how slow things are proceeding I have a suggestion to spend time and make the game more balanced: Every turn we share some small tidbit we know about this mod and its mechanics in the thread...

Well, I'm afraid that I would have little to share. First time playing this mod and as you know from TFWBBT, I pretty much am no good at this game in general... :dunno:
 
Or we can just read hints :) One of them says that only recon ships, scouts and another stealth ships can see stealth ships, which are relatively weaker compared with visible ships.

Perhaps, we share cool things about our star systems? Like what is the color of your Star? I got a G Star (luminosity class V) , yellow in color, just like unforgettable Sun we got back home. Planet Crossroad has no Moon. Oh I forgot to look up the name of my star, will do next turn! Besides the Sun, other well-known examples of G-type main-sequence stars include Alpha Centauri A, Tau Ceti, and 51 Pegasi, but our Star is none of the above.
 
What does it mean to find serviceable parts and equipment in the wreckage? Did my Scout just gain experience?

Yes, basically. Experience is replaced by equipment parts in this mod. It´s only a superficial change really.
 
It's funny how you discover a resource on the star. Imagine a Fish on the Sun. No need for microwave warm ups for that fried food :)
 
Actually these resources are on a planet of that star system.

You see, there are two types of resources in this mod. Those commonly found in asteroid fields like Hydrogen, Titanium and Crystals, and those on planets like Cattle, Fish or Cotton. The former are for the most part too far away to be reached by city culture in a realistic timeframe, which is one of the main reasons Starbases exist. They can be constructed by a Construction Ship which gets consumed in the process for a sum of money and are basically the strongest units in the game, with only the mighty Battleship standing even a chance of standing up to them. However they are immobile, being space stations and all, but they provide culture or influence as it is called here in a two tile radius, with the third and final level three tiles. Note that their radius also includes the four tiles in the corner unlike regular city culture. Build them near a group of resources you want, preferably being in an asteroid field itself for the extra defense, and you can build Extraction Facilities on the resources in their radius to gain access to them once they are connected to your empire via warp or jump lanes. Be aware that the cultural value they give to the tiles in their radius is 0%, meaning that as soon as the culture/influence of an actual city reaches them they instantly flip to them.
The planetary resources are all on, well, planets. To benefit from them you need to colonize their system, i.e. build a city, and connect that to the rest of your empire. All planetary resources also have an affiliated building that can only be built on their planet, e.g. Ranch for Cattle, Winery for Wine etc., which are all pretty useful. I'm not sure if they are actually needed to connect the resource, but I build them anyway as one of the first things in a new city if the resource is on one of the first three planets.

Planetary resources all give only a small health or happiness bonus, while the ones in asteroid fields mostly boost production speed of certain unit types, except for Oxygen (2 or 3 health), Water (2 or 3 health), Crystals (2 or 3 happiness) and Uranium (or maybe it's called plutonium, not sure, enables build of this mod's nuke equivalent).

I forgot to check which color my star has this turn. :/
 
I know they are on the planets, but visually you see them on the star!
 
Most probably because the "stellar system" feature is represented by the tile holding the star. I suspect with worldbuilding, we could build solar systems as close as 1 tile of distance.

And hurray for the additional health resources. Final Frontier was one mod with a ridiculous dearth of it originally.
 
And hurray for the additional health resources. Final Frontier was one mod with a ridiculous dearth of it originally.

I told you this mod deserves the 'Plus' in its name. To be fair though, I think the health of cosmical resources has actually been reduced from 3 to 2 (or 4 to 3, not sure atm) to compensate for the newly added planetary resources. However there are several buildings giving health including the "temple" of Survival, so unless you play New Earth with its malus it shouldn't be too difficult to keep your systems clean. Personally I've always found that there's too much health actually, or rather too much food. I can't remember a single time I ever built a Nutrition Facility.
 
Thanks for the info Knoedel, all good stuff... its stuff like that I will need to learn if I ever want to win this game!
 
I need a pointer on something I'm unsure about, I remember seeing "Multi-build" or something like that? I'm assuming after I settle a new star I can not build/train anything there until my original stars queue is complete, or if this option is on both stars can build something simultaneously OR are we building things on the planets orbiting a star and building on several of them at the same time?
 
I go with option C: None of the above.

A colonized star is like a city - in fact, it is not "like a city" it actually is a city as far as the game is concerned. Just like you can built things in every city, you can build things in every star system. This has nothing to do with multiple production.

Multiple production means that after building something if you have enough production left over to build the next thing in the build queue it will also complete the next thing on the same turn. So you can build more than one thing in a star system in one turn if you have enough production. In a high production star system you may be able to build more than two things in one turn - missiles may be cheap enough to do this, for example.
 
My star is blue and thanks to a population growth I caught up with the others in score.

This turn´s lesson is, um, there is no citizen automation so you´ll have to micromanage which planets to work yourself.
 
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