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Cluster Wars (formerly Empyrean Challenge)
#97
I checked my max speed, and it was 10 something. My understanding had been that if you do a "move" to an orbit with "close" checked, then you'll be within 10 units.

I suspect the reason for the order failure was that I used the new Add On order, by setting up a temporary ID first, and applying the add-ons to that. That is how it is supposed to work with ships. I didn't know that colonies must be set up using "Set up", and I wonder why it is necessary to handle them differently. Maybe Vern can comment?

I am already resigned to this being a "learning game", so I didn't insist that Vern re-run the turn or manually edit my stuff. It's likely in fact that there is a rule somewhere that I didn't read. What got me, in this case, was Vern's high profile alerts in his emails telling us not to use "Set Up" orders anymore.

I think I will make this the turn in which I finally research and build a big batch of Beamers. Then all I need to do is plant a starter base on each planet in the home system, beam over colony materials, and drop professional labor off. They can mine those deposits and beam it all back home.

On research, I was HORRIFIED to find that one other player is generating on the order of 30m research a turn. This drew my attention to the fact that I tended to leave a buffer of unemployed professionals in place, just in case I miscalculated something. My buffer had grown to something like 10m highly paid pros, and there were unassembled Labs sitting in my inventory! So now I am generating a sustained 25 or 26m research per turn, and I think I can bump that to 28m this round.
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RE: Cluster Wars (formerly Empyrean Challenge) - by ixnay - 03-28-2014, 08:01 PM

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