Questions the manual doesn't answer
from
Stardock Forums
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.
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.