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  #11  
Old October 4th, 2002, 10:45 PM
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TerranC TerranC is offline
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Default Re: ministers

Whatever you do, you do not need a political minister. If you turned it on, you'll know.
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  #12  
Old October 5th, 2002, 01:16 AM
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Default Re: ministers

i don't use ministers either. the only one i tried to use was (can't remember the name) the one to automatically launch satelites or fighters but that didn't seem to work. in trun based mode you haven't even got a repeat order so it's very cumbersome to manually launch sats
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  #13  
Old October 5th, 2002, 01:39 AM
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Default Re: ministers

Quote:
Originally posted by TerranC:
Whatever you do, you do not need a political minister. If you turned it on, you'll know.
Yikes, I forgot about him. *Shudder* I shouldn't have come down so hard on the resupply minister.

Carrier and troop minister are OK. They're pretty good at moving around a solar system and filling up ships with units. 'Tho sometimes they'll try to leave and travel far away to pickup units.
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  #14  
Old October 5th, 2002, 07:14 AM

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Default Re: ministers

I started out the learning curve using many ministers - ressuply, pop, mines, troops, carriers, sats, fac construction and more. Then i slowly, one by one, turned them all off.

Only two ministers that are helpful are the mines & sats because its sometimes boring to schedule all the routes for your minelayers (that is too not a problem, wise setup with repeat order removes the need of this one) and sats is a neat minister because it launches all the sats by himself without me bothering to do it. Thats the only minister i use occassionaly. Pop minister sucks - he does not have priority list. I find it easier to build ~4 pop transports and give them orders for the next ~40 turns. And build more if you got new colonies. This way you got both pop transportation and the population of source planet (homeworld) has the time to renew.
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