May 9, 2003, 10:05
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#1
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Prince
Local Time: 09:06
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Singapore
Posts: 654
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Moo1: Micromanagement
Once I have several planets, I find it quite a pain to constantly micromanage every planet to:
1. reduce IND when all factories are about to be completed
2. reduce DEF when the desired number of missile bases are built
3. adjust ECO when a terraforming tech is researched
4. adjust DEF when a planetary shield tech is researched
5. adjust IND when a robotic tech is discovered
If I don't micromanage, funds get transferred to reserves and get wasted.
And for poor planets, I don't like to build factories, but the +25% button adds IND production to all planets. Then I have to search for the poor planets to change their settings.
How do you people do it?
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May 9, 2003, 10:42
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#2
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King
Local Time: 01:06
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Birmingham, AL
Posts: 1,595
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I only MM at the beginning of the game. I don't worry about poor planets building factories because I may eventually want a star gate or a hoard of missles there. I also try to put money in the reserve in case I need to hurry construction along on something. I just drop a few thousand credits on the project from the reserves.
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May 9, 2003, 12:21
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#3
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Deity
Local Time: 21:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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It is no problem for me as I tend to play on small maps.
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May 11, 2003, 10:18
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#4
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King
Local Time: 02:06
Local Date: November 2, 2010
Join Date: Jun 2002
Location: France
Posts: 1,986
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IIRC you can use CTRL+F to do automatic cutting of overspending.............
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July 5, 2003, 12:07
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#5
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Deity
Local Time: 09:06
Local Date: November 2, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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The game does it for you automatically, even though sometimes it doesn't work and you have to check every planet by hand.
For example, if you have discovered a new Robotic Factory tech, the game will ask you how much of production you want to spend in building factories, and after the building is done the funding is reduced for you.
I generally go into the "Colony" screen to check.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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July 31, 2003, 08:48
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#6
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Settler
Local Time: 01:06
Local Date: November 2, 2010
Join Date: May 2003
Posts: 3
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Quote:
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Originally posted by Gilgamensch
IIRC you can use CTRL+F to do automatic cutting of overspending.............
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wow, i didn't know that. thanks for sharing! what does iirc mean though?
as far as micromanage goes, i myself never play more than a medium size galaxy... for this reason of having to micromanage. plus all the techs go crazy high. for me, i prefer lo tech or medium than high tech games. and alll those planets you would have to conquer, micromanage, watch for enemy ships.
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July 31, 2003, 08:56
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#7
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King
Local Time: 18:06
Local Date: November 1, 2010
Join Date: Feb 2000
Location: My head stuck permanently in my civ
Posts: 1,703
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Why do you bother building colonies on poor worlds, if you don't want them developed? they aren't much good to you otherwise.....
__________________
Any man can be a Father, but it takes someone special to be a BEAST
I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
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July 31, 2003, 09:53
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#8
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Settler
Local Time: 01:06
Local Date: November 2, 2010
Join Date: May 2003
Posts: 3
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Quote:
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Originally posted by Father Beast
Why do you bother building colonies on poor worlds, if you don't want them developed? they aren't much good to you otherwise.....
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i agree. if you're going to commit yourself to a planet , both ship prod plus pop, you should keep it. resources are not limitless. and there are a lot of other things you could do.
the one situation i see taking a poor planet is if you take it to prevent someone else from taking it. because, if the other guy took it or had it, he might be in range of some of your less protected, weaker coloneis
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July 31, 2003, 09:53
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#9
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King
Local Time: 01:06
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Birmingham, AL
Posts: 1,595
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iirc - if I remember correctly
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July 31, 2003, 10:20
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#10
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King
Local Time: 02:06
Local Date: November 2, 2010
Join Date: Jun 2002
Location: France
Posts: 1,986
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Those planets are still good over the time as you can use them for population production. That's what I use them for, as well as expending my radius. OK Ultra-poor I stay away if possible.
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July 31, 2003, 19:19
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#11
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Deity
Local Time: 21:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I like to play on small maps and so you can not ignore even ultra poor planets. especially if the are Ocean/Terran or Jungle and will get very large. You need all the votes you can get to prevent a quick vote going bad.
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August 1, 2003, 04:52
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#12
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King
Local Time: 02:06
Local Date: November 2, 2010
Join Date: Jun 2002
Location: France
Posts: 1,986
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As I prefer some longer games I play usually on huge so it isn't so important. In a long game you can even get those profitable.
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August 1, 2003, 10:10
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#13
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King
Local Time: 01:06
Local Date: November 2, 2010
Join Date: Oct 2002
Location: Birmingham, AL
Posts: 1,595
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I like medium or large games. I need the leeway to catch up if I botch something.
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August 3, 2003, 07:00
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#14
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Settler
Local Time: 03:06
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Leiden
Posts: 14
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If only you could put a maximum on the number of missile bases that will be built on a planet... In my last game I checked the planets menu and saw that my maintenance cost for missile bases had reached a staggering 18%. I had to eleminate the excess bases planet by planet, often eliminating more than 300 bases on a planet (I like to have a maximum of 50 bases on every planet).
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August 3, 2003, 14:26
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#15
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Deity
Local Time: 21:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Heerscher
If only you could put a maximum on the number of missile bases that will be built on a planet... In my last game I checked the planets menu and saw that my maintenance cost for missile bases had reached a staggering 18%. I had to eleminate the excess bases planet by planet, often eliminating more than 300 bases on a planet (I like to have a maximum of 50 bases on every planet).
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I almost never have more than 20 MB on a planet.
Exception is smaller maps on impossible. Planets that are near other races can have more, if needed.
When you set the planet to built shields, it will pop up when the shield is done. I set the slider to zero at this time. Class XX has a bug and you will need to go around checking to see if it finished and stop the building.
I also check the planet screen from time to time to see if any planets have too many MB.
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August 4, 2003, 02:13
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#16
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Deity
Local Time: 09:06
Local Date: November 2, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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For me, number of missile bases on a world depends on how good it is. Ultra-rich planets get the most. Then rich and artifact ones, and so on.
Don't forget, rely on quality than quantity.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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August 5, 2003, 07:57
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#17
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King
Local Time: 18:06
Local Date: November 1, 2010
Join Date: Feb 2000
Location: My head stuck permanently in my civ
Posts: 1,703
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planet screen is good for checking which worlds have too many bases. the amount of bases I like to have is based on my tech. for beginning tech, I don't get over 10 on a world. by the time I have pops of 150+, and some robotic controls, that can get to around 50 per world. double for rich (and ultra), half for poor (and ultra, should I have any).
I have never had missile base costs exceeding 5%. I do need to turn on my DEF a bit every now and then and make sure I have the latest missiles on board. One time I failed to do that and endured an attack when All I had was those darn hyper-x missiles instead of the stinger missiles I had researched some 15 turns before. paid the price in bases for that one.
just got to go back in the next turn or two and turn it off again...
__________________
Any man can be a Father, but it takes someone special to be a BEAST
I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
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August 5, 2003, 13:09
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#18
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Deity
Local Time: 21:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I am wrapping up a med size map on impossible right now. I have been going around and capturing Silicoids planets.
Anyway I never had more than 27 missile bases. I think the reason, I get away with that is, I stay at war with the top dog the whole game.
The minute we start a war, I never except peace without a big bribe. I only do it then as I know they will declare real soon.
What this does is get them to send ships at me constantly. This lets me keep their fleets in some sort of check. I do not have that super killer fleet to deal with as I smash fleet after fleet. Yeah some retreat, but over all they are losing lots of ships.
Two points in the game become a rough time. At some point if I have class V shields and they can bust them with a large missile fleet.
If they have spores and I have no antidote. Those are two touch and go points.
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