Questions the manual doesn't answer

I'm new to this game, so please bear with me...

1. When I click on the 'find' button and hear the sound telling me all my ships have moved, why do I still have some ships that haven't moved left? These are not ships with sentry or guard selected. Can I just find my ship visually w/o double clicking on them? They seem to finish moving their turns at this point.

2. When I see that a newly colonized planet is giving me a monthy income revenue of X credits, why are none added to my credits on the economic page?

3. How do you get planets to start producing resources (w/o making starbases)? When I go to build a ship or new project I sometimes see that I have 'no resources'.

4. When you click on the Starship list, what do the numbers underneath their names mean?

5. How do you effectively increase population?

6. In the Planet Details screen uder completed projects, what does the number in quotes following the project mean? For example, 'soil enhancement (0).

7. When you set up a trade route, do you actually trade something? What I mean is, if I've researced some advanced concept (like impulse drive) does this mean I'll get more from the route than if all I've reasearced is some really early advancement? Does this just happen automatically? I understand the longer the route - the more the money.

8. Why would a game that seems so excellent be released with a manual that barely even skims the basic play mechanics? Almost everything I've figured out is by trial and error or on this site. I understand the concept of holding things back for the strategy guide (is there one planned, BTW?) , but there are so many things that fall into the catagory of 'how to play the game' that are left out. Is it because all the play testers were too close to the project and pretty much knew by osmosis what was going on? They needed someone with a truly objective view. I am in no way new to TBS games. I've played most of them. AOW2 was an excellent and complex game (probably more than this). There was no problem or many complaints I can remember from people just trying to 'figure it out'. I read the newsgroups and msgs from Brad with much interest as he developed this. I looked forward to playing it (anyone who frequented the newsgroups as much as he did to answer questions deserves kudos). The game looks great. I wish I knew what I was doing.

Thanks to all who might answer some of my questions... I'm sure there will be more.
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Reply #1 Top
1. Ships on auto-survey might do this, perhaps to give you a chance to change your orders for them before they use up their movement points.

2. Not sure. Perhaps it simply hasn't updated yet, or the production costs the planet is using -- for production is mostly not free -- offsets the income?

3. It's using resources in the more familiar way, not the "Precursor artifact that gives you bonuses" way. For resources to be devoted to production, you must (a) have a treasury of at least 500 BC, and (b) use the military / social / research / spending sliders so that at least a small amount of production will happen. If you set the spend rate to very low, you're not using your production capacity; if you set a soc / mil slider to close to null, you're devoting few resources to that direction.

4. Without looking, probably attack, defense, hit points, and maybe movement and level, as these tend to be the important numbers.

5. Don't tax 'em so hard. Or, find ways to boost morale -- buildings, trade goods, resources et al. Morale is linked to pop growth. Also, improve planet quality when feasible.

6. Turns left. 0 = it'll be ready at the beginning of the next turn.

7. Both get money. Research may provide you with ways to boost trade income, yes; such methods are not always automatic. For instance, you may learn how to build starbase modules that boost trade income, but it won't be automatic or free.

8. Probably because the game was still undergoing significant changes at the time the manual was written.
Reply #2 Top
2. When I see that a newly colonized planet is giving me a monthy income revenue of X credits, why are none added to my credits on the economic page?


I think it starts next turn, not the turn you colonize.



3. How do you get planets to start producing resources (w/o making starbases)? When I go to build a ship or new project I sometimes see that I have 'no resources'.


Your planets produce Resources expressed as Tax revenue: Your planets production uses up these resources expressed as money. If you go too far in debt, your resources, instead of going to planetary production, will be used to pay it off, thus, you will get the no resources tag.
Also, if your slider bar is set to such a low number that you don't have enough resources set to that type of production, you will also get the tag on some of your planets.


8. The manuel is a basic primer only. It does what it was meant to. I think so you'd come on here, meet us, and get involved. Looks like it worked!!!
Reply #3 Top
6: it's not turn till completion, but maintenance (how much you spend per turn for this building)