|
|
|
|
 |

July 30th, 2003, 09:58 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Colony Management
I've created "Storage Bases" (1 SY and the rest resource storage) and "Resource Colonies" (monoliths)...
I like to put a SY on every planet, no matter how insignificant, just because it provides a larger shipbuilding capacity and I don't have to worry when I go to the construction queues to multi-add a ship that I haven't turned off "planets (without shipyards)" in the build queues window and lose my selection  Why can't you select a group of SY's by clicking the first then shift-clicking the Last, and make control-clicking select one at a time?
__________________
The Ed draws near! What dost thou deaux?
|

July 30th, 2003, 10:36 PM
|
 |
Corporal
|
|
Join Date: Mar 2003
Location: New Westminster, Canada
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Colony Management
Awesome help, thanks guys.
|

July 30th, 2003, 10:42 PM
|
|
First Lieutenant
|
|
Join Date: Feb 2001
Location: NJ
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Colony Management
You may enjoy some of your questions explored in the Newbie FAQ:
17.3 Managing Your Economy
|

August 1st, 2003, 01:12 AM
|
|
Corporal
|
|
Join Date: Apr 2003
Location: Arklahoma
Posts: 87
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Colony Management
Quote:
Originally posted by EvilGenius4ABetterTomorro:
One colony type I added was "Warehouse Colony" Not to be confused with "Whorehouse Colony"
|
Bwuahahahaha!!
__________________
No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country.
George S. Patton
|

July 31st, 2003, 06:03 PM
|
 |
Sergeant
|
|
Join Date: Apr 2003
Location: Portland, Oregon
Posts: 268
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Colony Management
Whorehouse Colony: a planet with one big facility, a building with beds that give rest and relaxation to crew thus giving combat modifiers. Visiting ships must be careful on re-entry!
|

August 1st, 2003, 07:55 PM
|
 |
Captain
|
|
Join Date: Oct 2002
Location: Brazil
Posts: 827
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Colony Management
I like to create a 'system capital' type colony, where the spaceport, training facilities and system-wide improvement facilities will be located.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
|

August 4th, 2003, 04:55 AM
|
 |
Corporal
|
|
Join Date: Sep 2002
Location: Malden, MA
Posts: 71
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Colony Management
When I colonize planets I do several things:
Tiny worlds I classify as Storage Depots and place material storage facilities there.
I put a shipyard on any planet with 5 spaces or more, so I have plenty of production and repair areas available.
One planet in the system (preferably breathable) is the system capital, where I keep the Port and Resupply facilites as well as things that affect the entire system (shrines, training facilities, production enhancers, etc.).
If a planet has over 100% in a certain resource I have the planet churn out that resource exclusively. You'll need it at some point, you can convert it, or trade it. If more then one resource is over 100% I always go with minerals, or which ever is higher.
Anything else is research/intel.
__________________
Don't worry. Somewhere, somehow, I'm slowly losing my mind.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|