Robert LeMaster

Robert LeMaster

Joined Member # 679736
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[quote]Mini-freighters generate income every turn based on their position AA/BB. If you want more detail or some examples, I'll start a guide to trade routes in the strategy forum.[/quote] More detail would be nice since it hasn't been determine of speed affects income. If a the end of the turn you are at 100/200 and at the end of the next turn your are 106/200 is the income being reported the total for 101+102+103+104+105+106 or just the income you'd generate for being in 106? Inform

27 Replies 1,145 Views

Its usually takes a sledgehammer to make me understand things so bear with me. Do all planets start off (except those affected by events) the same base research value? Also, when determining your manufacturing planets I've seen several people refer to using 'good' planets but what is the lower limit for a 'good' planet. I've yet to see a PQ breakdown of what should be used for what.

2 Replies 209 Views

[quote]You'll notice that your income changes about once every 6 turns (about every half sector). When your mini-freighters are moving faster your income changes faster, too. With one speed bonus starbase (+2), your income changes every two turns (still about every half sector).[/quote] What is the relationship between the "57/118" and the actual time spent in each sector. I can see why your trade income didn't change, it is only reported for that one turn, but if I freighter stays lon

27 Replies 1,145 Views

So, you are saying slow routes are best since the freighters take longer to do the cycle? Hopefully the goods aren't perishable and spoil before they get there. I guess the idea behind that would be a slower route would create more demand for the products than a faster route. If that was the case then, a player should be penalized for having multiple routes between the same two planets. All those routes should lower the demand for the products since they are arriving so frequently thus drivin

27 Replies 1,145 Views

[quote]If there is an emergency, fix it! Getting culture bombed? Build a news network for resistance. Normally a waste, but in this local case, part of an essential defensive move. This little system always the first stop on the Drengin Express when they come after you? A system defense project is well justified then. Entertainment centers, stock markets, teleporters, and stadiums are worth building everywhere due to good return for the morale boost. [/quote] Why an entertainment networ

5 Replies 248 Views

[quote]First you'll have to remember how you got these 3 values. Were these three numbers retreived during the same turn?[/quote] I see your point, I was taking these numbers from three different mini-freighters in the same turn, which means I was dealing with three different routes created at three different times. The trader reporting 500bc for that turn was my 4th oldest route and had traveled 129/276. So in order to get a real feel for the route I need to follow one freighter thro

8 Replies 276 Views

I've read through several posts about doing the pq improvements on low pq planets or concentrating on morale buildings on low morale planets, but do you eventually just build everything on all planets? That is what I've been doing so far but as starting noticing some planets spend two or three times what they are making. Is this from the maintenance for all the buildings? How do you determine what you are NOT going to build on a planet?

5 Replies 248 Views

Help me understand these production numbers in relation to the caps you mentioned. I've yet to reach a 100IU base, in fact my base keeps going down as I build improvements in the sector. Sol V - PQ 31 Military 47 + 121 Social 62+162 Research 206+607 7 Production starbases in the sector.

3 Replies 195 Views

Do your populated systems that exist in the path of the trade route affect the bc generated? I have a route that's 9 sectors long and in one sector I'm getting 500+ bc a turn. The sector has 4 trade bases and 2 planets in it and it's about midway in the route. This is compared to the measly 200+ bc I get in Earth sector that has 8 trade bases. But if I recall they told me ships made less money closer to home. The sector right before the end point also has 4 trade bases but is only generating

8 Replies 276 Views

I have been putting ALL my wonders on one planet which is usually either Earth or the best planet in that system. This game I got lucky and Sol V had a PQ 5 points higher than Earth. Do you wait for a naturally high PQ to put in your manufacturing bonus wonders or do you use a core world with a high PQ?

3 Replies 195 Views

I'm toward the end of my current game and I am wondering about the production numbers. I'm not sure which turn it was, and I want to make sure I am understanding this right. The numbers were as follows: Military 47+105 Social 61+140 Research 160+286 Pop 57.57b Moral 100% Two or three turns later it showed like this: Military 45+110 Social 60+147 Research 159+306 I did lower overall government spend by 1% and I am wondeirng if that is w

6 Replies 233 Views