[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
Robert LeMaster
Ah great, so I have a few jewels, some excellents, a score of goods and plethora of commons. Thanks for the breakdown.
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.
[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
I was just sounding off mainly, not stating any facts when mentioning the supply and demand thingy
what do you consider a 'good' planet?
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
I wanted to see which of my planets had the highest natural research setting but much to my dismay there was no button on the planet listing to list them by research levels.
Thanks for the info Gerakken
[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
[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
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?
If you sell/trade away a trade good, do you lose the bonuses you received when you finished researching it?
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.
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
How do you set rally points? As to late game slowdown, it now takes five minutes for me to load a saved game while playing.
So, if I read this right the recommendation is only 2 production bases per sector unless you have a high pq planet (what is considered high)? Also, 4 trade bases per sector in a trade route with trade and speed maxxed out?
I thought I read something about this here but I couldn't find it again. Do the speed bonuses stack in a sector or are you limited to only +2 for one starbase and do the speed bonuses make the mini-freighters go faster?
Space shark? What I would like is a self exploring scout ship to uncover the unexplored areas.
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?
Do I get any bc bonuses from trade when building trade bases in my systems where other empires anchor a trade route?
Just wondering what the caps are since I've yet to see them.
Do starbases equipped with all mining (non-resource) and economic upgrades increase free production?
PQ is at 29 for both set of numbers so it was a constant for both sets of numbers. Also, Morale was 100% but population was 59.27 for the second set of numbers [Message Edited]
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