Spaceship

Tigui

Chieftain
Joined
Mar 2, 2004
Messages
53
Do you remember the game with war and diplomacy problem. I stopped to play the game for a period but I continued after and now I'm at the end and I have a problem, I'm in 1963 and the Babylonians spaceship is gonna arrive in Alpha Centaure in 1977. Which spaceship do you suggest me to build to arrive before them? I mean the number of sructure, component and module.
 
Check the War Academy for details -- I'd recommend the ten year job and a little "expedition" to their capital.
 
You need a spaceship that takes less than 14 years, so 15-3-3-1-1-1 is not fast enough (15.7yrs). Do one Hab Module, one LS Module and one SP Module, then add 4 of each Component (propulsion and fuel), then add Structurals over 15 till the "*" disappears next to the listing. If that is not fast enough, go to 5 of each Component, then add more Structurals. I don't have a list of configs for each of these, but I do remember the "fastest" ship: 33 Structural, 8x2 Components (propulsion plus fuel), and one of each Module gets you there in less than 6 years, but only 100 points for the ship (one Hab Module). A 39-8-8-4-4-4 gets you there in less than 7 years, with 400 points, at the cost of 15 more spaceship parts. Have you got a large empire?
 
Thanks for help. I think that I will try to build the 10 years because I have a medium empire with 25 cities. The only problem is money, I think that I won't have enough but I will try.
 
It's done! I didn't finisih the game but I lauch the spaceship in 1966 and it will arrive in 1976. I sold building to get the money. Thank you.
 
You can usually build 1 each module, 8 each component, 33 structural.
This will get there in 5.7 years. It's the fastest ship available.
 
I've been trying to do an OCC game and its the early 1900's and the next door civ, the Spanish, have decided to steal everything even though we are allied. Is there a way to stop that or do I have to just build a spaceship as fast as possible and get it out?
 
Hard to stop it if you are allied. Can you cancel the alliance at the next theft, or is your SSC/STC dependent on it for RR multiplier? An alternate strategy is a "wall" of doubled freights keeping their Dip/Spy from running right into your city. Make him/her go a longer way around, just enough to make them end their turn where you can expel them. The AI does not have much creativity in finding alternate paths...
 
I usually stop thefts with vet spies. Three vet spies in a city are usually enough to make it theft proof, especially if a tech has already been stolen from that city. I'm surprised that tech theft should be a problem for you in OCC, as you have so little to protect; I would expect it to be easy.
 
By 1900 it seems that my ally steals enough to build his spaceship and I can't build it fast enough. This is my first long OCC game so I may not have gotten far ahead enough of the AI civ's to where they wouldn't be able to build their own ship fast enough.
There are so many things to watch and check and I'm still learning from the OCC guidelines, i.e. what is the "RR multiplier" ?
 
That's RailRoad multiplier - the bonus given to trade routes established with a link of railroad (not any link, only the computer generated path's link between cities). This bonus is both in the delivery and in the trade per turn, and it is equal to double a normal route (regular road link gives 50% boost). Lots more techniques you can look up on this site regarding how to accomplish a rr multiplier in the most efficient way.
 
The proper path for the RR link can be found by setting an Explorer or Alpine (anything with "all terrain equals roads") to GoTo from city tile to destination tile. For the Trade Route multiplier it is from home city to destination; for the Bonus Payment multiplier it is from destination city to home. These paths are often different, so RD/RR them both for best results. Another civ's units on the path will block it, so you need to be allied to keep it clear.

Have you read PaulVDB's OCC Guide, or any of Samson's threads at Apolyton.Net on Trade?
 
Yes, I have read Paul's guide and I will check out Samson's threads. I'm beginning to find out that what I'm looking for doesn't exist. . .a simple over all guide table that has enough variety in it that I can make unique decisions, random changes to challenge the AI on an equal footing, to have a balanced outcome. Some of the guides and technical issues are more complex than I want to use in playing. A few good rules of thumb are what I'm trying to find to play the game well, whether straight conquest, OCC, spaceship or early landing. I realize that my search for such a simple, generic plan is unrealistic but what is.
 
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