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Jays Tutorials for Cluster wars
#7
Turn # 7 basic concepts.

Advise from your economic counselors.

Advice will decline, and extinguish over the next two turns.

Continue to assemble all of your newly produced automation-3.
This turn you should be able to once again draft any FREE unskilled laborers into trainees.

Fuel needs do not seem to be a foreseeable problem, so we should prioritize the mining of metals and nonmetals.
Assembling factories, presently, is still a priority over assembling or running low level mines.

Pick up all of your light structural units from your orbiting colony.
Add at least another 100,000 Fct-5, producing light structure.


Now, once we have gone Light Structure - 3, we have the following things to consider,
should we go to LFS-3 or BEM-3 (beamer-3).
No matter which one you go to 1st, these 2 seem clearly to be the most viable choices.

Recommended production would be one or 200,000 FCT-5’s producing LFS-3’s.
And later about 250,000,-500,000 FCT-5’s producing BEM-3.
Beamers strongly resemble teleportation equipment, and will move goods from one colony to another within the same system (they will not however teleport population).
Beamers, you should note, represent one way travel only,
they can push out material, but they cannot pull back material.
Thus you can beam out mining equipment from colony A to colony B,
however, once colony B has completed its mining, it too will need to have assembled Beamer’s (which you can beam out and then assemble), in order to beam its produce to colony A.

Beamers will make it much easier to expand colonies that you have set up in the reaches of your home system. Typically what we can do, would be to set up a small OPC, or an ESC, with perhaps 50,000 construction workers and lots of light structural units, and whatever food, fuel, farms or life support that is necessary to sustain them.

Once these beachheads are established, we can beam out more structural units every turn, to be assembled by the already present construction workers, and to send out whatever mining equipment and maintenance equipment we deem necessary,(such as mines, automation, life support, food, fuel, consumer goods) needing only to fly out the population (with spaceships) needed to run that equipment.


Remember the majority of our economists believe that it is possible to go out as far as turn 10-12,( and probably to turn 15 if we are scraping our old Labs, Mines and Fcts along the way) before we need to be producing high level mining equipment.
But of course there are a great many variations on this theme. It is easily conceivable that the 1st level of mining equipment you will increase to, will be at Tech 8 (maybe Tech 6 due to circumstances).

We must get population out to our habitable planet ASAP, we can do this by transporting them by a spacecraft, either, fully equipped with life support,(to maintain them) or more commonly, we can move them off planet as CARGO, loaded into our ships cargo hold, and then unloaded down to an established OPC. (or ESC).

This latter method, will sustain losses of life due to cryogenic revival, however, it is only in this way that you can move large numbers of population (tens of millions) without the necessity of producing enormous amounts of life support equipment. Loss of life will be
10% of the total population unloaded.

Advice from your Military Counselors.

As we begin to map the universe, will slowly begin to get a picture of whom and what is out there. (And what level of hyper engine, it might behoove us to go to, in order to more quickly get to a desirable planet. For reasons of habitability points, for reasons of mining value, or for strategic defensive or offensive outposts).
Step up your surveying efforts, and get your RPV-1’s out there as fast as possible.

Turn # 7 basic concepts.

Advise from your economic counselors.

Advice will decline, and extinguish over the next two turns.

Continue to assemble all of your newly produced automation-3.
This turn you should be able to once again draft any FREE unskilled laborers into trainees.

Fuel needs do not seem to be a foreseeable problem, so we should prioritize the mining of metals and nonmetals.
Assembling factories, presently, is still a priority over assembling or running low level mines.

Pick up all of your light structural units from your orbiting colony.
Add at least another 100,000 Fct-5, producing light structure.


Now, once we have gone Light Structure - 3, we have the following things to consider,
should we go to LFS-3 or BEM-3 (beamer-3).
No matter which one you go to 1st, these 2 seem clearly to be the most viable choices.

Recommended production would be one or 200,000 FCT-5’s producing LFS-3’s.
And later about 250,000,-500,000 FCT-5’s producing BEM-3.
Beamers strongly resemble teleportation equipment, and will move goods from one colony to another within the same system (they will not however teleport population).
Beamers, you should note, represent one way travel only,
they can push out material, but they cannot pull back material.
Thus you can beam out mining equipment from colony A to colony B,
however, once colony B has completed its mining, it too will need to have assembled Beamer’s (which you can beam out and then assemble), in order to beam its produce to colony A.

Beamers will make it much easier to expand colonies that you have set up in the reaches of your home system. Typically what we can do, would be to set up a small OPC, or an ESC, with perhaps 50,000 construction workers and lots of light structural units, and whatever food, fuel, farms or life support that is necessary to sustain them.

Once these beachheads are established, we can beam out more structural units every turn, to be assembled by the already present construction workers, and to send out whatever mining equipment and maintenance equipment we deem necessary,(such as mines, automation, life support, food, fuel, consumer goods) needing only to fly out the population (with spaceships) needed to run that equipment.


Remember the majority of our economists believe that it is possible to go out as far as turn 10-12,( and probably to turn 15 if we are scraping our old Labs, Mines and Fcts along the way) before we need to be producing high level mining equipment.
But of course there are a great many variations on this theme. It is easily conceivable that the 1st level of mining equipment you will increase to, will be at Tech 8 (maybe Tech 6 due to circumstances).

We must get population out to our habitable planet ASAP, we can do this by transporting them by a spacecraft, either, fully equipped with life support,(to maintain them) or more commonly, we can move them off planet as CARGO, loaded into our ships cargo hold, and then unloaded down to an established OPC. (or ESC).

This latter method, will sustain losses of life due to cryogenic revival, however, it is only in this way that you can move large numbers of population (tens of millions) without the necessity of producing enormous amounts of life support equipment. Loss of life will be
10% of the total population unloaded.

Advice from your Military Counselors.

As we begin to map the universe, will slowly begin to get a picture of whom and what is out there. (And what level of hyper engine, it might behoove us to go to, in order to more quickly get to a desirable planet. For reasons of habitability points, for reasons of mining value, or for strategic defensive or offensive outposts).
Step up your surveying efforts, and get your RPV-1’s out there as fast as possible.
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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

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