Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Jays Tutorials for Cluster wars
#4
Turn # 4 basic concepts.
Advise from your economic counselors.

Continue to assemble all of your newly produced automation-3.
Continue to draft all of your free unskilled laborers into trainees.
Pick up all of your light structural units-2 from your orbiting colony.

We are becoming increasingly aware that light structural units are the most valuable (useful} low tech item we can produce in the short-term future, and also while we are waiting for our big load of high tech factories to come out. Towards that end, we should consider throwing every spare factory into that effort.
Also, try to make sure you have enough sensors, and robot probes. They are cheap (to manufacture), and we need thousands of them

If we had discovered any artifacts, we should use at least some of them to increase our tech levels.

(We need to make sure we have saved enough research to boost our lab levels at the moment, our high-level factory production arrives.—likely next turn---)
All of our 1 mines should soon be assembled and running on all 6 deposits, however
assembling factories, presently, is a priority over assembling low level mines.

The majority of our economists believe that it is possible to go out as far as turn
10-12, before we need to be producing high level mining equipment.
But of course there are a great many variations on this theme.


We should have geological surveys of all of our interior planets, and we should have arrived at and have begun scouting our nearest neighboring star systems.

If we have experienced some failures or some tardiness in accomplishing our short term goals (and if we haven’t it some point we surely will), the best thing we do, is simply to try to correct them as quickly and efficiently as possible.

Very shortly, you will need to begin moving population to our other in-system habitable world. This would be a very good thing to do over the course of the next 5 turns wile we are waiting for our high level laboratories to come out.

We should probably use the designer to establish the look of a 20,000 hyper engine – 2 colony building ship.

We probably won’t have enough light structural units to build such ships, for at least another turn or two; however, since this ship would only be a design at the moment, it is good to be prepared. We also realize that we do not have enough life supports at present to move any appreciable quantities of population; however population can also be moved by loading it into a ship, and then unloading it to the destination colony. This maneuver results in a considerably higher than normal death rate (look it up), however it is certainly well worth doing, since we will be reaching our habitability limits, on our home world shortly.




Advice from your Military Counselors.

Carefully examine at the results of your system orbit probes, and your system-10 probes.
We should be earnestly searching for nearby habitable systems, alien artifacts, and signs or sight of other civilizations

Perform an orbit probe of your home system again.
Perform a survey of your home world again. -- (add these to standing orders, so that we don’t have to write them each turn). We should have done this last turn in case something went wrong, just make sure it gets done eventually.




Evaluate the results of any of the intensive probe’s we did last turn.


Build more ships, you should be able to build at least 5 scout ships each turn, until you have been able to build more sensors. This of course will not nearly be enough, but we must do the best we can until our production levels rise.



Remember
Since both system probes and distance probes occur after jumps are made, you can write these probe orders for all the ships currently moving jumping. — These orders work from a stationary ship as well. However, you will always get the results from wherever the ship is at the end of the processed turn}

Assemble another 50,000 factories building robot probes – 1.
Assemble more factories making Sen-1or2.

=============================================================

Now let’s put theory to practice

Our effort last turn was to try to invade and capture the alien colony in orbit 1.
This effort should have been successful, if not let’s get to it. We will succeed.

Now let’s examine the fruits of our effort and see how we can begin to take advantage of it.

If all went well, we should have captured some transport –5’s, some assembled
Farms – 2, and some assembled automation –10, and 21 assembled sensor -5’s.

The 1st thing we need to do is to disassemble at least 45 of the farms and automation.
(They need to be disassembled because we would like to have at least 20 of each of these items to use as prototypes. To be used as a prototype, an item must be either a non assembly type item, or in a disassembled state. The transport-5’s fives are a non assembly type item, and thus can be used (as prototypes) as they stand.
The sensor – 5’s, are an assembly item, and since they are assembled, they must be disassembled before we can use them as prototypes. When you look at the disassembly order, you will notice that 10% of all items disassembled are lost in the process. Therefore, when you start with 21 sensor – 5’s, you will lose 2.1 of them, the computer will round this up to 3, and you will be left with 18 of them.

When you write and expend order, the order writer in central command, will ask you if you are using prototypes. Obviously, if you have them, answer yes.
Prototypes will save you 4% of the cost of the expend, for each unit of prototype available, with a maximum use of 20 prototypes (for a total possible savings of 80% of your research normally needed).

This order is most easily accomplished when the prototypes and the research that you are using to perform your expend are in the same colony. In that case, the computer will just draw the amount of research you need from your stockpile and allocate it properly. I.E., we have 20 transports – 5 (to use as prototypes), and our current level of transports is at TL-2, normally we would use 9,000,000 research points to go from TL – 2, to TL – 5, but since we do have prototypes, we could save 80% of that, (4 x 20) and therefore need only 1.8 million research points, and the computer will draw it from our current supply of research.
The order would be written like this:

You select your colony #, then select the EXPEND order, the computer will ask you if you are using prototypes, you answer yes, you put in the number of prototypes you are using anywhere from 1 to 20. (Saving anywhere from 4 to 80%) then the item you are expending for, then its TL.
The order should look like this:

C#, EXP,20,TPT-5.



However, and this is a big however,

If you have prototypes, and
they are are not at the same colony where you have your research,
you will still be able to use them, but there is a two step operation, which must be performed in the following manner.

You need to calculate the amount of research you will need, from the colony were you have the research, (in this case your home colony) then Answer NO to are you using prototypes—then you expend that amount of research.

In this example 60 is the home colony and 99 is the alien ruin or colony were you have the prototypes

C60, EXPEND,1,800,000,TPT.

Then
From the colony were you have the prototypes write an expend order Answer YES to are you using prototypes? and use up to 20 of them

C99, EXPEND,20,TPT-5.


Since we can’t possibly have enough research to expend on AUT-10 we suggest you bring some home for later use, when Research is more plentiful, do the same with the SEN-5. You might also EXP for FRM-2, since that would only require 200,000 RSCH (using prototypes)
Notice that 1,800,000 RSCH for TPT-5’s and 200,000 for FRM-2 add up to a nice even 2 million RSCH points.

Moderators note
The use of prototypes only permits expending to the exact level of the prototype, thus you can use AUT-10 prototypes to go to level 10 and only to level 10,
You cannot use them to go to a lower level such as 5 or 6.

Only colonies can write an EXP order (not ships).

Useful tips about Central Command.
As your empire grows, and as the number of ships you own expands exponentially, the easiest way to view your possessions is to sort them by “Location” when you first open CC.

Also use the check box feature -- CBK --in CC.
This feature allows you to check or uncheck the box next to the s/c identity.
You will find this a very useful way for you to note just which particular ships or colonies you have written orders for.

When you have dozens or hundreds of entities to write orders for this feature is indispensable.

Each new turn comes with all the boxes unchecked, but if during the course of order writing you check some boxes and then close CC, when CC is reopened they will still be checked.

The filter button in the order writer will show you all the orders you have written, for the current turn, for any individual ship or colony that is selected (on the actor side in the order writer), when you hit it.

The display button will simply show all of the orders you have written for all ships or colonies.

Previously, our economic counselors suggested building a 20,000 hyper engine – 2 ship, in the future.

Here is what our 20,000 hyper engine – 2 ship might look like.

Light structure – 1, 140,000,000.
Light structure – 2, 50,000,000.
Hyper engines – 2, 20,000.
Life supports. – 2, 100,000.
Space drives – 2, 33,200.
Assault craft – 1, 1000.
Food, 150,000.
Fuel, 4,000,000.
Transports – 2, 250,000.
Police 10,000.
Professionals, 300,000.
Special agents, 10,000.
Soldiers, 125.
Consumergoods, 5,000,000.
Farms – 1, 250,000. Unassembled
Automation – 3, 90,000, Unassembled.
Constructors, 50,000.
Unemployable’s, 19,000,000.

In this example, the 19,000,000 unemployable’s are in the ship, this is just so that we can see the ship’s speed and lift capabilities (in the designer).
In actual practice, you would create the ship and then load the 19,000,000 unemployable’s into it ( after creating a cargo hold).

When you set up the ship in the designer, as a new design, name it, POP Mover, and save it for later use.
Reply


Messages In This Thread
Jays Tutorials for Cluster wars - by Roy Bean - 07-18-2013, 04:13 PM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 07-31-2013, 11:25 PM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 08-16-2013, 06:13 PM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 09-09-2013, 12:23 AM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 09-29-2013, 04:11 AM
RE: Jays Tutorials for Cluster wars - by Roy Bean - 11-29-2013, 09:59 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)